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  3. -Stratesiz-

Posts by -Stratesiz-

  • Evil~ riddle!

    • -Stratesiz-
    • December 7, 2004 at 8:28 AM

    PW is:

    early


    death

  • Evil~ riddle!

    • -Stratesiz-
    • December 6, 2004 at 9:27 PM

    The dots and lines are morse code silly~ ... .. .-.*

    *sir

  • Evil~ riddle!

    • -Stratesiz-
    • December 5, 2004 at 8:25 PM

    ~~

  • Evil~ riddle!

    • -Stratesiz-
    • December 5, 2004 at 12:44 PM

    http://deathball.net/index.php?cat=info&pid=12

    Level 1:

    http://deathball.net/notpron/

  • Mapcore should pwn the Valve Map contest

    • -Stratesiz-
    • December 1, 2004 at 10:14 PM

    Who wants to fewl around with meh?~

  • Mapcore should pwn the Valve Map contest

    • -Stratesiz-
    • December 1, 2004 at 3:54 PM

    I'm in but we need a plan.

  • Mapcore should pwn the Valve Map contest

    • -Stratesiz-
    • December 1, 2004 at 1:23 PM

    Hmmm sounds groovy~

    A team map? How exactly would that be done? I guess there should be a general plan for the layout and style first.

  • Half-Life 2

    • -Stratesiz-
    • November 30, 2004 at 10:05 PM

    Some sort of freedom would be appreciated, for example, the city is too linear which makes it feel less like a city. The areas where you can fight the striders are too restricted. It felt mostly like a box with striders.

    Maps with more A and B objectives before you can continue give a sense of freedom. Think of the area with the tentacles in HL1 or the building with the generator thingiesin HL2 . Too linear areas break the illusion of a fully functional world.

  • Half-Life 2

    • -Stratesiz-
    • November 30, 2004 at 2:13 PM

    Farcry had better AI imo, although it was rather buggy occasionally and a better sense of hitboxes. In farcry the enemy actually died pretty much instantly of a headshot no matter what skill level you played on and you actually noticed it. It doesn't feel right in HL2.

  • Linked In network

    • -Stratesiz-
    • November 29, 2004 at 5:53 PM

    I assume I can change my settings, including my primary expertise, later on.

  • Linked In network

    • -Stratesiz-
    • November 29, 2004 at 4:07 PM

    strat(at)hl-nightwatch.net

  • Finding a mod team worth your while 101

    • -Stratesiz-
    • November 29, 2004 at 12:33 PM

    Mods usually fail at level design. For me, level design is everything. You can have mediocre models and other visuals as long as the playability and level design is great. I don't really care about concept art as it doesn't really tell anything about the mod itself. Weapon models don't really tell much either. The two aforementionned are rather common as the main media content. Mods that have only such content to display will fail.

    Both mods fail to show decent level design content. Judging by the previous work of the LDs for the first mod it will fail.

  • HL:Nightwatch -> 2 level designer positions open

    • -Stratesiz-
    • November 29, 2004 at 12:17 PM

    You don't make a high quality single player mod that's about the same length as HL1 just like that. HL2 SP mods (full conversion) will face the same reality.

  • HL:Nightwatch -> 2 level designer positions open

    • -Stratesiz-
    • November 29, 2004 at 12:10 AM

    When it's done~

    There was just a big media release from several chapters. Progress is being made.

  • HL:Nightwatch -> 2 level designer positions open

    • -Stratesiz-
    • November 28, 2004 at 10:51 PM

    Please check the following link for more information.

    http://www.hl-nightwatch.net/page.php?name=join

    About the mod:

    http://www.hl-nightwatch.net/page.php?name=info

    HL:Nightwatch media can be found here:

    http://www.hl-nightwatch.net/media.php

  • reb_snowoutpost

    • -Stratesiz-
    • November 28, 2004 at 10:25 PM

    Wait a bit longer before you post images. There isn't really anything to see yet.

  • reb_snowoutpost

    • -Stratesiz-
    • November 26, 2004 at 9:29 PM

    I really don't like the way HL2's terrain repeats itself that much. Again, I still think HL2 isn't capable of natural open areas.

  • ts_chinatown

    • -Stratesiz-
    • November 26, 2004 at 9:27 PM

    Looks pretty ok but playability wise it looks problematic. There isn't enough cover or varied gameplay aspects.

  • The Last Citizen MOD

    • -Stratesiz-
    • November 24, 2004 at 11:54 AM

    3 years of experience doesn't change the fact that the maps look newbish.

    Brushwork looks blocky, clumsy and unimaginative, textures are old and of low quality. The overall lighting is bland and too flat.

    The new grenade launcher looks very poor. It's like one big rectangle.

    http://tlcmod.mybesthost.com/showimg.ph ... ingame.jpg

  • Half-Life 2

    • -Stratesiz-
    • November 23, 2004 at 9:40 AM

    (SPOILER)

    What about the slow teleportation? It took a week for Gordon and Alyx to teleport back to the lab? What it Gordon's teleportation from Xen took 10 years?

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