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  3. von*ferret

Posts by von*ferret

  • super crazy idea

    • von*ferret
    • December 27, 2004 at 11:40 PM

    I released dm_fairytales with the coresponding rmf file and I've had no problems, but I doubt many people even looked at it. I think people should release their stuff as they feel fit and comfortable with rather than the community pressuring eachother to release source files. Once dm_rebar and my other map are submitted for the competition, I plan to release their vmf's also.

  • ts_ship

    • von*ferret
    • December 27, 2004 at 4:14 PM

    gonna have to agree with mazzle on this~~~

  • something not Source and not hidious like last time...

    • von*ferret
    • December 27, 2004 at 9:05 AM

    interesting, I'd like to see where you can go with this theme keeping it consistent.

  • dm_research(no "official" name yet)

    • von*ferret
    • December 26, 2004 at 1:01 AM

    Level Design is an art, though more complicated than a traditional art piece. Level design requires both thought into gameflow as well as the aesthetics presented to the players. When working on your aesthetics think of a couple of things similar to traditional art. From every view you should have a range of values running from black to white. Think of this as your light values. Your map seems to be only hitting the middle greys. If you spent some time making shadows (black) and some highlights (white) you'd have a much more interesting composition.

  • super crazy idea

    • von*ferret
    • December 25, 2004 at 5:42 AM
    Quote from Tequila

    We'd keep Nexus in business for years.

    comments like these are not nescessary.

  • Half-Life 2 Mod: Borg Wars

    • von*ferret
    • December 22, 2004 at 7:53 AM

    I'd want to see AT LEAST playermodels with animations in motion, ie: not screenshots/renders. Preferably models ingame. This tells me you have both modelers and animators and coders! Which is what every mod needs besides me, the averagelevel designer. Get what I'm saying though?

  • dm_intensity HL2DM

    • von*ferret
    • December 21, 2004 at 9:13 PM

    you have an _awesome_ color pallete. Well thought out color scheme over all. I'm quite impressed with them colors lighting sources look descent but if you can improve on the lighting sources with keeping that insanely wonderful lighting, I think you'll have some winning aesthetics. I have no idea how it'll play, but its beautiful to look at.

  • Finding a mod team worth your while 101

    • von*ferret
    • December 20, 2004 at 5:33 AM

    Heh, flf_vogen was never a CS map ~ So not ALL of FLF"s maps were CS convertions. But what fletch says is true for the most part. My god though, my forest CS map was the BEST.

  • pulling all nighters

    • von*ferret
    • December 20, 2004 at 5:30 AM

    god tom, with that story I'm just giddy to start work.

    Only times I pull all nighters were for my first term of college. I spent all night trying to make my traditional art the best. Probably wasn't the best method over all because after a while you start fucking up a lot, but it was needed at that point. I just drank vanilla coke. It was during those nights I realized the requirement for food during all nighters. Otherwise I got really sick feeling and had to go to bed.

  • It's time to say good bye to the core...

    • von*ferret
    • December 20, 2004 at 5:20 AM

    bst of luck mino!~ maybe we'll have some glorious things to show you some time soon.

  • The role of the level-designer

    • von*ferret
    • December 20, 2004 at 2:21 AM

    I tend to agree with tom

  • Cartoony forest/jungle environment

    • von*ferret
    • December 19, 2004 at 9:55 PM

    looks beautiful periclois, however if you did some like splitting of the trunk I think you could get some nicer looking trees with some more variation ~

  • Doom3 temple WIP

    • von*ferret
    • December 18, 2004 at 8:09 PM

    get some highlighting light in there. Too dark and too orange.

  • Official Halflife 2 Textures

    • von*ferret
    • December 18, 2004 at 8:02 AM

    none of these textures should be used in a mod unless you have tracked down the offer and got explicit permission from them. Mapcore is watching and we have hitman who will find you and murder your dog.

  • ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?

    • von*ferret
    • December 18, 2004 at 8:00 AM

    zaphod check your PM's please.

  • ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?

    • von*ferret
    • December 18, 2004 at 5:22 AM

    and point_spotlights will be the new most whored lighting effect

  • I ordered my first AEG. Anyone else have any?

    • von*ferret
    • December 17, 2004 at 8:45 AM

    sr16 with tactical RIS grip thingy. Plus totaly upgraded internals and a custom titanium accuracy barrel shooting at a constant 400fps with the 300round hiclip. If i ever upgrade it i'm going to redo the barrel for a long silencer, bipod, and a sniper stock variant.

  • DM_Rebar Beta 5 Release

    • von*ferret
    • December 17, 2004 at 2:48 AM

    the barrels will be fixed and the FPS will be dropping. Glad you enjoyed it duffy.

  • [betatest] css_de_kilo

    • von*ferret
    • December 16, 2004 at 12:31 AM

    keep the sun, lower the saturation of the color i'd think.

  • [betatest] css_de_kilo

    • von*ferret
    • December 15, 2004 at 11:38 PM

    Zeta read the title. Its for Counterstirke Source.

    I like it so far. Get more wall depth and sprice up the environment outside. Very good keep it up!

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