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Posts by IR

  • dm_Monstar

    • IR
    • March 30, 2007 at 6:08 PM

    thanks for the comments sofar

    ill fix the lighting "blasts" and add some trims were fps preformance allows good comments

    ill fix the nitpicky grafiti things aswell good calls

    fps is solid on my box should work like a charm for the intended amount of players, though im sure if you stuff 30 or so players in there its bound to lag with all the flying objects and rockets

    everything is stock hl2

    while im at it

    anyone know any good dm type of mod I could donate this to? i dont really like hl2dm I just love using source engine hehehe

  • dm_Monstar

    • IR
    • March 29, 2007 at 10:34 PM

    litle something I did while I was in between jobs

    its not a huge map kinda "big" room style dm with hallways and stairs on either side to get topside or extra goodies I guess 8-12 gents Max

    layout is done, general detail is done

    left to do:

    -playerspawns

    -few lighting/lightmap tweaks and get rid of some darkness

    -few detail trims and pipes

    [Blocked Image: http://img223.imageshack.us/img223/4/dmmonstar0024ms2.jpg]

    [Blocked Image: http://img76.imageshack.us/img76/6440/dmmonstar0030lb7.jpg]

    [Blocked Image: http://img76.imageshack.us/img76/9295/dmmonstar0033bi1.jpg]

    [Blocked Image: http://img223.imageshack.us/img223/2299/dmmonstar0027ik1.jpg]

    [Blocked Image: http://img76.imageshack.us/img76/9330/dmmonstar0025ts9.jpg]

    [Blocked Image: http://img76.imageshack.us/img76/4637/dmmonstar0032vx8.jpg]

    there we goes

    edit:

    fixed

  • [REL] Dod_Abancourt_FINAL

    • IR
    • March 22, 2007 at 10:27 AM

    mino's post prety much sums up my thoughts, theres alot of diffrence between buildings in a sense of you had a few idea's for some and then needed to stichs them together with random underdeveloped buildings or atleast thats what it feels/looks like to me.

    but still for a first or so map you did well.

    btw unless you really need the fog for fps and tried everything else in the book. heavy fog is a big nono for mp maps, it aint fun if you cant see whats shooting at you

  • S.T.A.L.K.E.R is G.O.L.D

    • IR
    • March 20, 2007 at 11:12 PM

    sure was worth the wait for me (specially since i was never hyped up about the game ) it starts off alitle "easy" but assoon as you reach the buildings etc it starts getting really good, the decay, feeling of being in "the zone" is well captured. i find myself stopping often to look at the scenery, buildings etc. i love the "wild" life. the underground/lab sections are just plain freaky! up to par with fear. i was constantly jumpy, hugging the wall so the freaks wouldnt sneak up behind me.

    pro's

    -lots of weapons, rpg aproch to inventory is nice

    -sounds are good though sometimes alitle issues with zone's

    -sandbox aproch with multiple side quests

    -awsome setting, comon! radio active wastelands. and countless buildings, factories to explore

    con's

    - weapons are very inaccurate, as enemies armor gets heavyer it gets really anoying sometimes to gun them down.

    -some visual bugs here and there that are alitle to big to not have been fixed, enemy patrols poping up in your face, shadows of enemies around corners going through the wall, there goes the suprise and a bunch more ( although i still wont say the game is buggy havent had a single ctd)

    -at first almost everyone is carrying food, as the game progress noone ever seems to carry it, making you run out of stamina faster.. but ofcourse the mission areas expand so you'll often find yourself "to exhausted to walk" trying to return something to complete the job.

    all in all thumps up for the dev's, nice game i sure am enjoying it.

  • WTB - A gallery of HUD and UI designs from games

    • IR
    • March 16, 2007 at 1:37 AM

    yes ofcourse a hud that gets more complex as you learn more is interesting and makes sence!, you can handle and maybe need more info as you get better at the game. game genre comes to play aswell though theres no way you need a hud as complex as the hullbreach one for an mp fps, while in the project your showing off ( space mars? exploration) it makes sence its slow pace and allows time to explore and use the hud. whiles in fps you dont really need any or hardly any info.

  • WTB - A gallery of HUD and UI designs from games

    • IR
    • March 16, 2007 at 12:11 AM

    i would have to agree, its nice for sure but id like to be able to turn it off

    point of the hud is to indicate what you need to know nothing more nothing less. sure it needs to fit with the theme of the game but this is just overkill and takes away from the actual game experience.

  • Crysis editor

    • IR
    • March 14, 2007 at 4:11 PM

    though asset creation has become "more complex" certainly doesnt mean it has to be a pain in the ass. the main reason why custom content for hl2 is slim is because valve just never bother to make it easy to handle, not sure how many of you tried unreal3 but you'll know what im gettin at.

  • WIP in WIP, post your level screenshots!

    • IR
    • February 2, 2007 at 5:30 PM

    that looks great man, i sugest putting some heavy spec/cubemap on the mud perhaps some puddles to make it feel abit more alive in a way

    great work though!

  • 2006 Game of the Year

    • IR
    • December 23, 2006 at 5:57 AM

    xbox360: r6 vegas.. yeh i know voting for your own game doesnt count, bah! anyway gears is tight its awsome, graphics are ace..and it got an awsome universe, we somewhat ended up in the shadow.. but i dont think we're the lesser game that much ;P

    ps3:.. yeh uhm.. aint out in europe yet .. only like 10? americans have it? i could say resistance ( i tried it abit AI is horrible but the game feels smooth) but its to easy... since theres like 0 competition.

    ps2: god i wish i brought it down here with me.. theres some great titles i missed this 1,5 year got some catching up to do. for me bully, shadow of the collosus, god of war ( only played a tiny bit at a friends so far)

    DS: aha! got this one!! yay i so gotta pick up FF3 i've been meaning to but gf, bf2, new mouse etc got in the way. is it only me? i found the big N really lacking this year when it came to the DS lots of weird asian titles, cheap and easy to creat, couple of easy mario titles i found the Ds titles this year to be really disapointing.. high hopes for next years zelda though.. i loved minis cap.. its hard to pick a game of the year for this one.. guess i would go for FF3 even though i dont have it..

    PC: oh boy fall was disapointing.. lots of great promising titles got pushed back till 2007.. though from my point of view Valve took this one home.. sure episode 1 was a short game.. sure it used alot of pre exsisting models textures and what not .. but the interaction was like never seen before. alex was about as real as it gets in modern games.. her interaction was amazing with Dog.. he had so much emotion with only one eye and a junk body. i remeber how much things we cut because making AI interact was hard to do. while in episode one we see alex leaning against dog, touching him, trowing us.. etc. the joke in the dark or crawling up the wrong vent never gets old. yup hl2:1 all the way for me.

    psp: killzone.. comon their dutch like me, cant be anything but proud of what they created.

    anyways a few titles aside i found 2006 to be the year of alot of promises and litle result.. titles pushed back and big names going down in shame.. maybe its the coming of "next gen" a meaningless word that turns on all the hotshots at the big companies.. maybe its because of all the new console dropping on the market.. but interms of what matters the software 2006 has been prety dull.. I truly hope 2007 will bring some inovating titles, fresh new titles, great new versions of long lasting licenses

    oh and :] ofcourse happy holidays!!!!!

  • de_wanda by warby ... final release !

    • IR
    • December 18, 2006 at 8:07 PM

    great work!!! i love the elevation, use of materials etc, i have to agree wih some that the "funky" parts work against it because the surroundings dont suggest it they just sortoff stand out in a "wtf" kinda way.. however this map seems to be more of a "skill" showcase so its all good

    i was alitle disapointed with the crazy amount of ladders used.. some area's they were aceptable and almost made sence, but others felt like lazyness to build a proper staircase, while there seemed to be room to do this.

    still nice work!!! thumbs up

  • My Game has gone gold!

    • IR
    • November 16, 2006 at 9:04 PM

    http://xbox360.ign.com/articles/745/745678p1.html

    we gots a 9.3 from ign kick-ass

    tobad only one screen of the dam sofar and doesnt show much .. Wahhh

  • My Game has gone gold!

    • IR
    • November 15, 2006 at 5:57 AM

    YAy!!!!! aye finally gone gold!

    be sure to play it all the way through to the last map, nevada dam! i was the level-artist on that map ;D

  • totally random texture thread

    • IR
    • October 13, 2006 at 2:59 PM

    new one,

    combination of max, ps for the normal.

    [Blocked Image: http://ir.dod-federation.com/crazy_render2.jpg]

  • totally random texture thread

    • IR
    • October 6, 2006 at 12:19 AM

    nope, worked on dod&dod:S before ubi and r6Vegas,

    new one, working on getting my portofolio back together doing some proper normal,spec,diff renders

    stone path

    [Blocked Image: http://ir.dod-federation.com/Trail01_render02.jpg]

    more soon ^^

  • totally random texture thread

    • IR
    • October 3, 2006 at 3:12 PM

    litle wall i had been working on, took around 5 houres on this one on and off, want to get a good amount of detail in it, tobad we dont really use textures like these anymore theyre fun to make

    [Blocked Image: http://ir.dod-federation.com/KICKASS_render.jpg]

  • Why do you do this?

    • IR
    • August 19, 2006 at 2:34 AM

    that sounds like unreal3 fletch

    on topic.. im with zaphod

  • totally random texture thread

    • IR
    • August 19, 2006 at 2:24 AM

    insurgency ftw

    [Blocked Image: http://ir.dod-federation.com/sandy.jpg]

  • de_hogsatra_2007 project

    • IR
    • August 17, 2006 at 7:11 PM

    nice work sofar, walls are way to thin,

    standard is 32 units most of the time .. some might say 16 units

  • dod_breugel public beta test

    • IR
    • July 19, 2006 at 2:09 AM

    hey guys~

    its finally here bit late but still

    the b8 version apears stable on my pc, and the fps are more solid then before, let me first say that due to the nature of the map its a plain <3<3<3<3<3 to optimize, and one of my biggest challenges yet!, while it might not run as prety for everyone right now it has come to a point were its acceptable for public testing

    optimization will continue afther the release ofcourse

    theres still alot of things i can and will do to make it perfect

    [Blocked Image: http://ir.dod-federation.com/dod_breugel_promo4.jpg]

    and the link:

    http://%7boption%7d

    http://%7boption%7d

    will add mirrors as they come

    big thx to coolhand,shane, fuzzdad dodteam and travis for helping me out, and my lovely girl sant for doing textures and having patience watching me map all weekend

    enjoy hope to see ya on the servers!!!!

  • BG2 map

    • IR
    • July 18, 2006 at 4:26 PM

    thats really awsome!! and just what BG2 needs some great looking maps,

    i've always found the mod enjoyable while alitle frustrating, it is really tobad the mod hasnt drawn some really skilled people yet, that can bring this to the next level, and rework the skins and models

    really nice work!

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