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  3. von*ferret

Posts by von*ferret

  • de_toledo

    • von*ferret
    • April 18, 2005 at 4:44 PM

    heheh, it was years ago though

  • [WIP] de_dam UPDATED 6-10-05

    • von*ferret
    • April 18, 2005 at 4:44 PM
    Quote from st0lve

    take a look at 2D chris's de_dam for CS to get some inspiration.

    yeah 2d had a slight slant to his damn that was well done. Your map came out a little too yellow for my liking. The building looks awkwardly placed as though it doesn't actualy belong there.. Your displacement maps look lazy in the sense that you could've done better by spending more time and being more creative. A good start, something to work on and refine into something great.

  • de_toledo

    • von*ferret
    • April 18, 2005 at 6:20 AM

    man that tf2 shot has horrible texturing. damnit valve!

  • Tears- Photomanipulation

    • von*ferret
    • April 18, 2005 at 6:19 AM

    feels evil and angry

  • [WIP]HL1DM Mappack Entry

    • von*ferret
    • April 18, 2005 at 3:35 AM

    Your lighting needs better value contrast, as its very bland with little or no shadows. Lighting fixtures in vents? I like your little lit icon thing, it was nice.

    Are you only allowed to use halflife base textures?

  • New Quake4 shot

    • von*ferret
    • April 17, 2005 at 8:20 PM
    Quote from Nazul

    Am I the only one that thinks the chest looks retarted and flat?

    no you're not, i wanted to say: look at me, with my flat-pipes-in-chest

    or somein looks gay

  • Recommended games to buy?

    • von*ferret
    • April 15, 2005 at 6:50 AM

    dawn of war UNF

  • New Unreal 3 Screenshot O_O

    • von*ferret
    • April 14, 2005 at 10:25 PM

    /me purs

  • Dragon Character - wip

    • von*ferret
    • April 14, 2005 at 10:25 PM

    too cartoony for me but nice anyways

  • New Unreal 3 Screenshot O_O

    • von*ferret
    • April 14, 2005 at 3:31 PM
    Quote from Crackerjack

    hahaha.. i laughed pretty hard after seeing the picture and reading izuno's post.

    stop busting izuno's balls. You can't say izuno was the only one tricked, it was pretty well done.

  • Symetrical Levels

    • von*ferret
    • April 14, 2005 at 4:23 AM

    instead of theme difference's I'd rather brainstorm to have a theme already and how you could change the atmosphere within the theme to define teams.

  • Symetrical Levels

    • von*ferret
    • April 14, 2005 at 3:43 AM
    Quote from Plaguebearer

    A lot depends on the static meshes available to you. You could go for fire vs ice theme, the classic red vs blue, you know. Or an 'organic' vs 'tech' theme, though organic shapes sometimes are more trouble than they're worth. Maybe a 'chess' type theme, black and white marble with gold and silver trims... and so forth. i dunno what your basic ideas are, so it's hard to elaborate on them

    I'll be building 100% custom everything so meshes isn't really a problem.

    I like the idea of one side being nicely trimmed plantlife while the other side has wild grown and somewhat dead looking plantlife. Maybe even tint the colors of flowers that bloomed? Just small things to really make you feel like you're on one side vs the other.

  • Symetrical Levels

    • von*ferret
    • April 14, 2005 at 3:35 AM

    just though, tinted water. One side's water could be redish tinted vs blue tinted? maybe even have the water slightly glowing.

  • Symetrical Levels

    • von*ferret
    • April 14, 2005 at 3:29 AM

    My final project involves making a "Final Gameplay Level." Normaly this wouldn't phase me however I want to do a CTF level that is symetrical for learning curve reasons. My problem is from an artist/aesthetic point of view in that I find symetrical things horribly ugly. So this bring me to the topic of the thread. I would like to brainstorm with mapcore things level designers can do to make a symetrical level feel less symetric. Rules for this are BSP Brushes may not be different, but static meshes can be slightly different.

    Some ideas I had:

    Lighting plays a huge part of mood atmosphere and in teamplay games, where bases are. So I could use light color to designate different moods for either side. A "warm" color vs a "cold" color. Not only can ambient light be different but I can tint my volumetric light differently dependingly?

    Modern vs. Decayed. The "warm" red side could look vibrant and alive while the "cool" blue side have a decayed feeling in both texture and models?

    mapcore help me!

  • dm_attic

    • von*ferret
    • April 13, 2005 at 10:31 PM

    I think its his lighting coupled with smart texturing. Custom textures with hues and saturations kept in mind while creating them?

  • New Unreal 3 Screenshot O_O

    • von*ferret
    • April 13, 2005 at 7:43 PM

    loooooser lol

    no stephen recreate that in unreal3 and prove us pwned.

  • Dawn of War

    • von*ferret
    • April 13, 2005 at 7:37 PM

    cause its amazing, I'm just trying to get good at eldar. Spacemarines mop them up so easily in early games.

  • Dawn of War

    • von*ferret
    • April 12, 2005 at 10:18 PM

    Beat it last night. Amazing. I'm trying to get crackerjack to actualy finish a real game with me lol.

  • Dawn of War

    • von*ferret
    • April 12, 2005 at 2:55 AM
    Quote from insta

    Yeah, its awesome. I've been stuck on a mission for quite a while now however, it's mission 10 I think. I can barely hold my own base-defences, and once I try moving out of the base and secure some artifacts, I get absolutely raped from all directions.Still, it's good to see a game where the tactic of "mass-produce generic tank -> destroy enemy base" isnt't very valid. I love moving my 8-man squads around with all sorts of support-weapons and so on.

    I just beat mission 10. They raped me the first try and than i realized you cant do a "base defense." Just load up on marines with rocket launchers and start securing shit, starting with like 4 additional resources than move to the relic and build dradnuaghts as fast as possible. By the end I had maxed out on 10 dreadnaughts, a terminator squad, and the rest all marines and i just mopped them up. Make sure you use your force commander's bombardment ability, it owns the support enemies while your troops are tied up in CQB.

  • Dawn of War

    • von*ferret
    • April 12, 2005 at 12:03 AM

    we tempted crackerjack into buying it lol

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