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Posts by Evert

  • Counter-Strike: Global Offensive

    • Evert
    • February 15, 2014 at 2:46 AM
    Quote from FMPONE

    I can dig a shield. It's like the tazer, it's not allowed in competitive so its honestly no sweat off my back EXCEPT for the fact that it's probably wasted development time

    Valve have an infinite amount of development time tho, so it's cool.

  • Respawn Entertainment's - Titanfall

    • Evert
    • February 15, 2014 at 2:40 AM

    This game is awesome, quit crying. It's actually fun to play which is rare.

  • Steppen's 2D botchery

    • Evert
    • January 28, 2014 at 10:11 PM

    http://i.imgur.com/IUR4nh2.jpg This is awesome man.

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • Evert
    • January 28, 2014 at 3:06 PM

    I like compiling maps, it reminds me of the anticipation day before christmas as a kid. But with half of the presents broken. Disappointment

  • Mapcore update - Real names can be added

    • Evert
    • January 24, 2014 at 10:00 AM

    The end of anonymous internet :(

  • [CSGO] de_pakistan

    • Evert
    • January 23, 2014 at 10:38 AM

    Nice stuff Doug

  • Next-Gen Tech Name Generator

    • Evert
    • January 22, 2014 at 12:40 PM

    Physically-Based Goat Rigging PC-Exclusive Specular Map Console Support

  • What was your first ever map?

    • Evert
    • December 6, 2013 at 10:23 AM

    My first map was for HL1 I think, in QuArK.

    It was awesome, because you could rotate the grid and build everything on weird angles.

    I also discovered that you could cut brushes in the 3d-view. It cut through all geometry from the camera point of view, ignoring if the brushes was visible or obscured by other geometry. And also the cut tool didn't align with the face so it was completely angled cuts as well.. The map didn't compile.

  • Arbor Vitae - UDK Scene [WIP]

    • Evert
    • November 18, 2013 at 2:19 PM

    Agree with everyone, looks amazing. I do think that some areas are a bit too busy, maybe remove a few floor panels and fill that area with a more simple surface. Like bland concrete or matte metal of some kind.

  • Game UI

    • Evert
    • October 31, 2013 at 10:08 PM

    This page blue my mind


    Some nice stuff though!

  • Thief 4

    • Evert
    • October 10, 2013 at 10:21 AM

    True Thief or not, I think this looks incredible.

  • Newbie here looking for help of all kinds in hammer.

    • Evert
    • October 9, 2013 at 11:06 AM

    I don't think "see google" is meant as a joke. It's literally the best way of learning programs/techniques ever, especially for something that has had a great BIG community for 10-15 years. Even the official valve dev page is full of valueable information.

    I mean of course a forum is a good place to get help and feedback, that's the main purpose. But when someone needs to ask questions regarding the most documented and basic things they come across as lazy instead of 'creative souls bursting with optimism lmao'.

  • Level Design in a game of Golf

    • Evert
    • September 13, 2013 at 7:35 AM

    Ugh that TV-show music lol.

    This is interesting too http://mrbossdesign.blogspot.se/2009/03/everyt…ame-design.html

  • Procedural City Generation

    • Evert
    • September 12, 2013 at 4:06 PM

    Blackdog fair enough

    Which to me seems like a pretty decent middle ground, and if you have good art assets to begin with I think these kinds of editors can probably be pretty powerful.

    Also no expert but new, faster ways of creating things that we've been building for a thousand times during the last 20 years is always welcome.

  • Procedural City Generation

    • Evert
    • September 11, 2013 at 8:18 PM

    The vid isn't selling it no, but why does these tools need to be "fantastic" when people are still using Maya and Max to create video game assets lmao.

    I think it's super interesting to see the development of stuff that's about creating a lot of content fast, where focus can be composition (spatial and color) and lighting instead of aligning windows with brick textures. I agree that I'm not completely sold on this from looking at the examples provided in the video, but what sold me on Hammer was not John Carmack or some Valve programmer, but people who used the tools to make amazing stuff.

  • Can i use python scripts in UNITY???

    • Evert
    • September 9, 2013 at 7:14 PM

    http://forum.unity3d.com/threads/87790-…ython-and-Unity

    http://forum.unity3d.com/threads/86461-…preter-in-Unity

  • About Advance GTKradiant Modeling.

    • Evert
    • September 5, 2013 at 8:30 AM

    PracticePracticePracticePractice.


    All tools are powerful in their own way, there's a lot of people who have managed to make amazing stuff with Radiant.

    Look at other games that used GTKradiant/Other radiant versions, they manage to get far more detail on shitty consoles, and have more believable structures and layouts then what you've shown here.

    Return to castle wolfenstein was released like super long ago, and still looks alright. Q3 still looks more consistant then what you have created. All COD games have areas that look decent.


    Of course there's limitations with old engines (though you can make elevators, something all new engines suck at, so in many ways it's super next gen), and if you want to compete with Crysis or whatever in detail/fidelity then you're screwed, but you have not pushed GTKradiant/IdTech3 far enough to require more powerful "modelling tools" for it

  • Rayman Legends

    • Evert
    • September 2, 2013 at 12:16 PM

    Played a couple of hours now, probably the tightest most fun platformer I've played in years. Looking forward to trying the coop as well.

  • Rayman Legends

    • Evert
    • September 1, 2013 at 11:51 AM

    Played the demo and really liked it. Love the musical map. Will buy today

  • CS_AGENCY

    • Evert
    • September 1, 2013 at 11:48 AM

    Great stuff guys!

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