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Posts by Minos

  • dm_manila

    • Minos
    • October 15, 2006 at 4:46 PM

    another belgian

    jk, map looks awesome man, I really like your lighting I'll check it out asap.

    Welcome to mapcore buddy <3

  • 3DS Max Quick Normal Map Tutorial

    • Minos
    • October 14, 2006 at 8:06 PM

    Awesome tutorial phill <3

  • WIP in WIP, post your level screenshots!

    • Minos
    • October 14, 2006 at 7:18 PM

    I love the second shot dude

  • WIP hi_somalia Pretty new to mapping..

    • Minos
    • October 14, 2006 at 7:11 PM

    humm I don't know, maybe you should use reference images ? That does not looks like africa at all. (check this out http://www.webshots.com/search?query=so ... romeheader )

    Besides that, the "resist" stencil is flipped horizontally. Open the entity options and change "U end" to 2, that should fix it.

  • MEMBER 2D TUTORIALS!

    • Minos
    • October 14, 2006 at 7:03 PM

    That's fucking amazing blaza, good work!! Downloading koko's tutorial Next in line: Creating your own hl2 skies.

  • The random model thread!

    • Minos
    • October 13, 2006 at 10:29 PM

    Nice house tom. The supports on the overhang could be a bit thinner.

  • WIP in WIP, post your level screenshots!

    • Minos
    • October 13, 2006 at 10:27 PM

    oh btw, don't use strong color values (like the plain red light). Try some dark red instead.

  • pvk_fort map WIP

    • Minos
    • October 13, 2006 at 10:23 PM

    The outside of your map is pretty cool. You could to some lightmap tweaks here and there though.

    http://www.nidvardir.com/images/beta/pv ... j30002.jpg -> lower the lightmap on that round tower, the sun light will look a lot sexier

    same for the blue roof and the wall behind it

    http://www.nidvardir.com/images/beta/pv ... j30003.jpg

    add some trims below the blue rounded roof. Add stains below the windows.

    http://www.nidvardir.com/images/beta/pv ... j30004.jpg

    Try some less yellow'ish tones for the lighting. Strong yellow tones tend to look boring and repetitive. Some lighting variation is also needed here. Oh and the wood supports look too flat. Try to model them instead of using brushes.

    http://www.nidvardir.com/images/beta/pv ... j30005.jpg

    This particular shot is very cool. You could use that small chandelier on the corridors instead... In order to look imposing this room needs a bigger chandelier.

    Add some trims to the arches.

    http://www.nidvardir.com/images/beta/pv ... j30006.jpg

    Once again, lightmap tweaks on the faces that have transition between sunlight and shadows. Add stains below the windows.

    The long-and-tall-wall needs something to break the repetitiveness. I dunno, add some random details. Maybe some unreachable balconies, lamps or flags. (can't you make a larger version of the flag and use it on this wall ? Would look cool).

    http://www.nidvardir.com/images/beta/pv ... j30007.jpg

    This room has a nice lighting variety (nice transition between half-dark areas and lit areas). Again, use a bigger chandelier and trims on the archways. Making the ceiling darker would also help on variety and depth.

    http://www.nidvardir.com/images/beta/pv ... j30008.jpg

    This screen is very interesting. The building in the background is nicely detailed. Replace the brownish stone texture, it does not fit the color pallete and is easily recognizable. The grass texture needs detail sprites, I don't know how to do them but I think there's a tutorial on interlopers. And again, do lightmap tweaks.

    http://www.nidvardir.com/images/beta/pv ... j30009.jpg

    Another very nice area. My only complaint is the wood texture that looks a bit off the theme. Maybe it's too clean ? I don't know, try some different textures or add some detail to the floor.

    http://www.nidvardir.com/images/beta/pv ... j30010.jpg

    This area looks cool at first but a bit flat on second glance. Again, add trims to the walls. Some colums and windows (if they make sense) would also help. The displacement alpha has a minor issue, the rock is visible on the top side, which does not make sense (on the left of the screen). You could add some foliage here and there as well.

    http://www.nidvardir.com/images/beta/pv ... j30011.jpg

    This screenshot has a very nice height variation. Again, that brownish stone texture needs to be replaced. Lightmap tweaks and stains to the windows again.

    One thing that really bothers me in this screen is the wooden floor. Use some stone instead (maybe with an alpha layer so you can add some grass to the sides ? Would look sweet).

    The rock on the right-bottom corner of the screen needs some work as well. The rock is visible on the top side.

    http://www.nidvardir.com/images/beta/pv ... j30012.jpg

    ok That's it, I hope you understand my crappy english. If you don't understand a thing let me know

    Keep up the good work mate.

  • WIP in WIP, post your level screenshots!

    • Minos
    • October 13, 2006 at 4:28 PM

    Nice stuff dux. Did you edit the contrast of that photo in photoshop ?

  • Post Your Pic Extravaganza 2006 ~~!

    • Minos
    • October 13, 2006 at 4:26 PM

    Luka~~~! <3

    who's the lady ?

  • Post Your Pic Extravaganza 2006 ~~!

    • Minos
    • October 13, 2006 at 2:34 AM

    KT stop pretending you are a model

  • WIP in WIP, post your level screenshots!

    • Minos
    • October 11, 2006 at 7:37 PM
    Quote from insta

    This? http://%7boption%7d

    That's the one. Play it at once if you haven't already.

    omfg that's awesome. I'll give it a go asap.

  • The 'Core Sketch Thread!?

    • Minos
    • October 11, 2006 at 6:22 PM

    D:

    [Blocked Image: http://insmod.net/filebox/upload/frank_zappa2.jpg]

  • HL2DM - [WIP] dm_phobos

    • Minos
    • October 10, 2006 at 10:38 PM
    Quote from Phobos

    I don't care how it looks. I think the name is fabulous.

    lol

  • WIP in WIP, post your level screenshots!

    • Minos
    • October 10, 2006 at 10:34 PM

    That's hot

  • de_hogsatra_2007 project

    • Minos
    • October 10, 2006 at 4:02 PM

    There are a few lighting errors, specially on that curb next to the small house. And why are some lamps on when it's day time ? Get rid of that huge point_spotlight in the background.

  • max payne set the bar for me

    • Minos
    • October 9, 2006 at 6:53 AM

    wish I still had my portuguese edition cd It was the best translation I have ever seen. (the voice was perfect)

  • Racing Game Project "Devil's End"

    • Minos
    • October 9, 2006 at 4:30 AM

    That's definately hot. I love it. And post the .exe if you don't mind

  • Apocta - Half-Life : Death Match

    • Minos
    • October 9, 2006 at 4:26 AM

    Fucking awesome bro

  • HL2DM - [WIP] dm_phobos

    • Minos
    • October 7, 2006 at 5:31 AM

    That looks damn hot! I'm not sure about the layout though... it looks a bit oversized. It also seems to be kinda linear in some areas, which is not good for a dm map. Just my first impressions

    Keep it up anyways.

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