I'm not gonna be a braggart and mention the mod I'm working on in I:S's thread, but we routinely test our multipassanger vehicle system with players in the US and Europe, with pings in the 150+ range for the US people (i.e.: ME included) and the lag is no different then when outside vehicles...
Unless you are a very skilled craftsman in terms of game development, I think the subtlety of portraying this idea effectively will not come through. Games have never been the best medium for telling a story about very complex internal forces and struggles, and that sort of delicate touch is...
We already have a lot of custom textures and props... maybe 100 or so textures at this point, maybe more (I've not counted), at least 50-75 custom props thus far as well. There abouts... I'm not sure of exact numbers. If we need something, we make it. We do have a very skilled prop modeller...
I was asked to add a couple points: we also have people from Canada and Australia, and just because we're layed back doesn't mean we want slackers :D
Here are some thumbs of our current WIP maps:
Hey all,
I'm a mapper for Off Limits, and we're currently trying to add another member or two to the roster in the mapping department. Everything's coming along nicely in terms of development, but we could really use some more content in the map area.
Basically, it's a team based...
Yeah, I've played around with terragen a bit. I was never able to get results I really liked from it. They always seemed really artificial, and tend to break up pretty badly at higher resolutions. I suppose it is worth revisiting, though.
I and many others have had the same issue. In all cases I've seen so far, it was isolated to a single misbehaving func_detail. To confirm if this is the case, turn off the func_detail vis group and compile. If it works, then it's a detail. Open the entity report, select half the func_details...
I think it's great that they're pushing games that not everyone likes. The game industry is stagnating from focus group lowest common denominator mega-productions. Indie games don't appeal to everyone, but still deserve an outlet for distribution.
The maximum resolution? I don't think such a thing exists.
I'd agree with the lighting comments (although people have really just said that it needs work). I think it's too intense. You're washing out the details of the textures, and blasting them into whiteness. This effect might work well...
For $12 you really can't go wrong. I'd pick this up just to support innovative indie development, even if it didn't look like ten hells of fun. I can't wait to hook up two mice to my computer and play this with a friend. It seems like a great "chillin with beers and havin' fun" kinda game.
Technically, it's limited to 2048x2048 by most modern video cards. Realistically, you shouldn't go over 1024x1024 for a single prop, but like all rules of optimization, you can break it if circumstances allow. I believe most character models are 2 1024x1024 textures, but could very well be wrong...