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  3. Thrik

Posts by Thrik

  • What the fuck..

    • Thrik
    • August 13, 2005 at 7:04 PM

    Any computer without the messenger service disabled will enjoy such spam.

    Jesus.

  • Make a map

    • Thrik
    • August 13, 2005 at 10:38 AM

    Thanks for gracing us all with that insightful comment, Nexus.

  • Laptops

    • Thrik
    • August 13, 2005 at 10:35 AM

    Unless it's an Alienware. Holy God damn, you'd have singed legs after 20 minutes of that.

    Also weight trauma.

  • Quake IV MP videos

    • Thrik
    • August 12, 2005 at 3:32 PM

    I like how it looks. Very good lighting, and it has a very crisp and polished general look to it -- the weapons look fantastic.

  • Aftermath trailer

    • Thrik
    • August 12, 2005 at 10:34 AM

    What exactly are we supposed to do with media that Valve release then, if we're not allowed to preconceive some kind of opinion on the game with it? Just stare at it and go "gj valve", without engaging our thoughts? It's simple; everything that Valve have released thus far pertaining to Aftermath has been wholly unimpressive. If they don't want loads of people to pass negativity on it (which they are) then they shouldn't release such weak "teasers".

  • ATTN: d3adlode is alf-life

    • Thrik
    • August 11, 2005 at 6:54 PM

    Gj ol.

  • Memories.

    • Thrik
    • August 11, 2005 at 9:55 AM

    oOoOooooo mazzzzzzzzzle~!~!

  • Aftermath trailer

    • Thrik
    • August 10, 2005 at 11:13 PM
    Quote from Mazy

    I dont think its possible to get me more unimpressed

  • F.E.A.R. SP Demo

    • Thrik
    • August 6, 2005 at 8:07 AM
    Quote from Alexjfry3

    Ha Fps with a dark doom 3 theme have been sprouting like babies in the 50's but im saying its a good thing. Ha this game looked so good if i didnt have gf i would, well its a game nvm...........

    Hahaha.

  • Expansion packs?

    • Thrik
    • August 5, 2005 at 2:04 PM

    It's a pretty moot question really since it's totally relative. I mean, it's like asking "are games good?". It depends 100% on the quality of the expansion pack, how much it expands the original title, how much new content is added, if it's a SP expansion then is it equally immersive and lengthy, if it's an MP expansion does it offer lots of new content that is genuinely awesome to have, etc.

    An example of a really shit expansion pack is "Core Combat" for PlanetSide, which added some new content to the 100% multiplayer game, but you could easily get along without it -- it was so much of a pain in the arse to go get the new content from the expansion pack owners only caves (which were usually really quiet and no fun to play in) that most just didn't bother. The new content also seemed kind of rushed.

    On the other hand, an example of a really awesome expansion pack is Opposing Forces. It felt really well thought out and developed with regards to the storyline and the situations + scripted sequences presented, the art and design of the whole thing was really nice for the time (that chopper into was very cool back then imo), and it was really, really polished, with lots of new content and characters introduced. It also lasted a long time.

    So yeah, as others have said, it's totally down to how good the expansion itself is. There's no reason that purchasing an expansion cannot be just as worthwhile and provide as fresh an experience as purchasing the original game if it's done well. A lot of developers end up rushing expansion packs just to squeeze some extra cash out of the players, and it's generally those that end up sucking. When the developer has an actual passion for extending the storyline of the original, or telling it from a different perspective a la Opposing Forces, then it's usually good.

  • TEXTURE STAND OFF : SEWER WALL

    • Thrik
    • August 5, 2005 at 1:58 PM

    Aye it's good, it's a bit dark on these bright white forums but if used in a dark setting with other complimentary textures it'd look fine..

    The seam's still a bit noticable though down the middle. There's no "seam" per se, but you can see how some bricks aren't as long as the rest and shit, and some suddenly offset downwards a bit and you can see how you've tried to disguise it. Doubt any normal player would notice though, it's only the type of shit you notice when looking for it.~

  • Is Rockstar Games just doing this for the hell of it?

    • Thrik
    • August 4, 2005 at 3:37 PM

    Should be right up your street, then.

    Wit++

  • game art - cartoony hill

    • Thrik
    • August 2, 2005 at 12:18 AM

    Very nice! It's a bit weird how it's in a brown rocky clearing though, considering that it's got green moss/leaves growing all over it and there's tufts of grass around the side of the hill.

  • Mongo Smurfs Home

    • Thrik
    • August 1, 2005 at 7:15 PM

    Haha, awesome. Texture on the smurf roof looks a bit blurrified though, kind of takes away from what's an otherwise sharp image.

  • Elvish Warrior

    • Thrik
    • August 1, 2005 at 7:14 PM

    I agree.. looks like you've tried to define the area between the fingers but gone a little overboard. It should be all:

    [Blocked Image: http://www.garry.tv/thrik/fingers1.jpg]

    But yours are more:

    [Blocked Image: http://www.garry.tv/thrik/fingers2.jpg]

    As the fingers get more parallel you'll notice that the little "U" between them pretty much vanishes and turns into a "V". It's only once you take them further apart and increase the obtuse angle that it turns into a "U". If you look at your own fingers you'll notice it's just an extra flap of skin that causes/allows that flexibility. Kind of a bitch to model properly.

    Also you'll want to get the big, meaty thumb muscle that connects it to your palm to stick more forward than the palm itself. It's never truly flat even if you make your hand as flat as you can, and in pretty much every relaxed state it sticks quite far forward. I don't think you actually need to change the model shape itself, but more the angle and way that thumb area connects.

    As for the legs, I think you just need to extend the lower leg to make it look a bit more natural.

  • game art - cartoony hill

    • Thrik
    • August 1, 2005 at 12:26 AM

    Cool, I like the green. Try brighting it a little though, and then putting it in a nice, sunny, green, hilly field.

  • TEXTURE DANCE OFF : Cartoon Texture

    • Thrik
    • July 31, 2005 at 8:27 PM

    [Blocked Image: http://www.garry.tv/thrik/box.jpg]

  • game art - cartoony hill

    • Thrik
    • July 31, 2005 at 8:15 PM

    I don't know why, but I think a nice, bright grassy green scheme would go nicely with the hill, rather than being rocky. Personal preference, of course.

  • Fahrenheit

    • Thrik
    • July 30, 2005 at 8:49 PM

    The game looks fine if you put all of the video options on high, and also put at least 4x (or Quincunx) anti aliasing on -- without the AA it is pretty dire. It's nothing cutting edge, but it does the job very nicely for the most part. You see, good gameplay and atmosphere always prevails over having the greatest graphics.

  • Post your voice!

    • Thrik
    • July 30, 2005 at 4:11 PM

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The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

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