lol just reading this I'm feeling the creators pain. GOod thing I learned this lesson when creating fairytales.
Posts by von*ferret
-
-
yeah we can arrange one
just tell me when you want to do it so I can plan ahead
-
beta 6 veryyyyy soooooon.
-
yeah they do, this forum has to be the most populated forum by game dev's it feels like. At least half of the REAL mapcorians are proffesionals.
-
Looks amazing so far, I Hope that gameplay is also working with it. Only problems I see with it so far is there is a lack of open space for some more versatile gameplay. The trains seem to all block the one area I'd hope to see it. Also a lot of the spaces have very narrow doors. For instance the area with the windows that go along the wall have very narrow "exits." This could affect flow. Artisically you have a very well done 3d Composition with wonderful highlights and shadows. I hope you enter this competition.
-
unf...naeh nah
-
I dont know one american who thinks that this tsunami disaster is funny. So I'm going to second klein and tell jezpuh and the rest who wish to categorize americans as assholes who DO think this is funny, to fuck off.
-
shut up jezpuh.
-
DD is right. Getting my simple rotating blast doors to work in Halflife 1 was a pain in the ass. I got the entities to work, however half of the time halflife 1 decided to turn the doors into eachother on a whim no matter which direction I told them to go. Thats where the pain in the ass part came in. Not to start in with scripting enemies.
Nice CJ, I like how you finished that area. Looks a lot better than the hammer shot you showed me before you lit it
Lighting and shadowing are a LD"s greatest trick in my opinion. You can hide ugly areas, low poly areas, and direct the player attention to the more detailed pretty areas. -
it looks pretty good, nice theme
however I can't see it playing very well for some reason. -
halflife2 doesn' thave "dynamic shadows"
-
get some neat lighting in there and you'll h ave a winner. I loved that map personaly.
-
you are definately missing vertical gameplay which means I'd expect to get bored of the gameplay pretty fast. Any good DM map has plenty of vertical gameplay to keep things mixed up. However you're hitting your theme pretty well. Maybe add cross road bridges? dunno
-
Pretty damn hot, nice job.
-
not everything has normal and specular maps I dont think. Please post the program or email it to one of us who can post it.
-
I dont know about this, though it would be important to know huh? Maybe check the SDK documentation or emailing a valve rep. Did you try finding stuff with teh GCF viewer?
-
less friggin screenshots and post them so we dont have to click a link to view them, rather they are displayed autoimaticaly.
-
he's lying, he stole all of these from me.
-
nice concept art
-
Looks good. I might make some better highlighting with your lighting. Make some more bright contrasts with the lights maybe? Also try to get more hires textures. I like the textures you have but they come off as a little blurry. It might just be the screenshot though. Nice job overall.