HI, i'm foxtrot 2 bravo!
Posts by Marcos
-
-
Beacuse macroeconomic can be slightly booring sometimes, I'v been doing this "scene" during reading breaks.. Still need alot of work though and im not shure about the lighting. Something about the colours that dosnt seem to exactly right.. Would dig some input on that!
-
hot damn! looks awesome!
-
yay a cabin!
Some things i noticed:
- Logs seems way to large
- Walls seems too flat
- Loose the upper metal part (texture) of the cabin as it dosnt seem to fit
Just looked up a ref pic for you, it would also be very cool if you did the grass thing on the roof, though the setting would need to be more forest like:
[Blocked Image: http://www.norsklafteskole.no/userfiles/image/student-accomodation.jpg]
other than that: cosy

-
Let there be TES V!
Though it will never happen [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
-
Looking forward to see how they'll pull of this kind of setting. For sure it gives some constrains regarding what kind of missions, settings ect. but if they manage to "renew" the genere like MW did, this setting might just be spot on brilliant (as st0vle said, there is alot to choose from). Maybe i'll recognize some places

And great to see that SF isn't represented as Arnold with a moahawk haircut and pilot glasses
-
Overall very nice work there mate!
But I wish to contribute to the weapons part aswell

I agree with Sectors points above and here i something I noticed:
- Is the mag on the "AK" longer than the grip? If so, laying down to aim with that weapon could in some cases be very discomfortable for the shooter
- The grip could also use some ergonomic tweaks
- Is the last one a sniper? If so, iron sights? And certainly if you have to use iron sights, make the first one (the one you aim through) round, ie like a hole
- It also looks like a powerful weapon like 7.62 or even 12.7, and I realy think it would be painful to have that butt stock hammering your shoulder. Also svingarm butts (that it looks like) are jiggly and bad for precision
Edit: It also makes it impossible for a good recoil absroption since the recoil spring usaly is attached at the back of the butt stock. Also the muzzle break flash looks abit unlogical as I cant realy understand how that would reduce muzzle flash. maybe look up some real weapons for inspiration
Hope it helps!
-
Looks mighty cool!
Digging the theme too!
-
Neato!
siege brings back some good memories! The cave seems abit dark tho. Very frustrating for cs players
-
Thanks for the tips! I'll have another go at it now
edit: got i working now, thanks!
-
Hello again. Haven't been mapping for ages (as you might have guessed) so here goes another Q:
I'v been trying to create an overview and radar for my new cs:s map. At first it worked all just well, but a design change in my map forced me to make a new one. Problem is that now cl_leveloverview isn't my friend anymore and dosn't work like it should.
OK, it worked fine the first time i tried (I could see the whole map and everything was neat), but now most of my map turns green. When I try to move around, some bits appear and some disapear. Like there is a difference in where the spec. cam. is in the world.
Commands I have used/tried:
fog_override 1
fog_enable 0
r_skybox 0
cl_drawstaticprops 0
r_novis 0/1
r_portalsopenall 0/1
cl_maxrenderable_dist 30000
cl_leveloverview 1,2,3,4,5 ect.
cl_leveloverviewmarker 1024
At first I thought something was wrong with my map so I tried the same thing in de_dust but I still get the problem as you can see on the attached screenshot.
Anyone know whats wrong here?
-
Good idea CJ, I will try that

-
Hello!
Just a quick Q here:
Remember in the old days (hl1), it was possible to add a command making the sky brushes in your maps non solid? In CS you could throw a nade in the sky and it would disapear. How do I get the same effect in source? Anyone knows?
-
Mmm nice! Though when maps have this kind of quality, it's easy to spot the little things. Something I just noticed:
You got some antic architecture mixed in your overall industrial theme. Looks abit out of place. Like the collums in pic 3.
Where are the sunbeams comming from? The sky looks to dark for it to be the sun and the angle is off. Is there another light source?
Whats that "thing" in the middle of pic 1?

Other than that, great progress so far i must say!
Edit: JoshuaC, what about some horizinal support beams in the ceiling?
-
Yeah, great stuff!
TF2 mappers def need some new content to play with

BTW, love the drawn details on the support model pic !
-
Looks great mate! I dig the DM feeling this map has, it's bold but can create some great gameplay. It looks good, looks fast paced and simple

-
Wow stunning stuff here guys! Nice to see some new folks too

-
Still doing some work on my css map, progress is slow though:
[Blocked Image: http://www.home.no/markus-l/css9.jpg]
-
Totaly agree with PogoP !
-
Bought it on Steam and have been playing it for an week or so. Enjoying it much so far as i'm a big fan of cars and racing ect. It has a good balance between arcade and sim, tho it's considered an arcade game, but I have to agree to some issues defrag pointed out and some other minor things:
* Menu dosnt support mouse, have to use the keyboard all the way here
* Pressing "Enter" a good 5 times after each race gets annoying
* You cant tune your car in any way
* Sometimes it's just better to cut a corner and just go straight forward over the grass and it wont slow you down that much
That said this game IS very good and has very much to offer. I will suggest this game to any of you who think NFS is too easy and arcade'ish, but want the fun and thrill of doing highspeed racing and not beeing forced to brake down to 20mph to do a left turn.