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  3. Algor

Posts by Algor

  • doodle !

    • Algor
    • November 12, 2005 at 9:52 PM

    I lol'd at the last one, but it's awesome. All those are really cool, nice work

  • Vapour: A Third-Party STEAM

    • Algor
    • November 8, 2005 at 6:51 PM
    Quote from Section_Ei8ht

    worth a lookin into. Now if only we could get Hammer to open without steam...

    That's actually what I thought the purpose of this was

  • Jarhead

    • Algor
    • November 8, 2005 at 5:13 AM

    I loved it <3 incredible cinematography.

  • Half-Life 2 mapping project WIP Pics

    • Algor
    • November 8, 2005 at 1:30 AM

    I dig it, very atmospheric.

  • Cs_Cabaret

    • Algor
    • November 6, 2005 at 10:32 PM

    Awesome, great work.

    Edit: I had only seen page 1 before. But seriously, this map owns my face.

    Edit2: Only advice is the stripper poles are too fatty.

  • VideoGaiden

    • Algor
    • November 5, 2005 at 10:03 PM

    I laughed... good show

  • Unnamed DOD:S Project - Need help PIC INSIDE!

    • Algor
    • November 3, 2005 at 2:50 PM

    Too bad you can't scale models in Source... otherwise you could grab a bush or something and continually copy it down the line, rotating and scaling it along the way to give variation.

  • damn to those endiiinnngs §!!

    • Algor
    • October 29, 2005 at 11:00 PM

    Needs more spoilertron text. You ruined my life

  • HL2 Physics Map

    • Algor
    • October 29, 2005 at 8:05 PM

    Where's a screeny?

  • World of Warcraft - Burning Crusade

    • Algor
    • October 29, 2005 at 5:22 AM

    The thing is, stuff like Zul Gurub, Blackwing Lair, and the new one in Silithis are extremely tough for 60's. These are like 20-40 man raids. When the cap raises to 70, you can probably run them with 5-10 players, and your badass gear you spent so long trying to get is now chump change...

  • World of Warcraft - Burning Crusade

    • Algor
    • October 28, 2005 at 5:20 PM

    <3

  • F.E.A.R Impressions Thread

    • Algor
    • October 26, 2005 at 4:26 AM

    The maps are nothing new, or nothing creative unlike things we have seen before. Same office buildings and warehouses for eternity, rarely using anything other than right angles. Celebration is called for when a rare angled ceiling or round piillar appears. The amount of variation in the objects is sickening, I swear they must have only like 50 props in the entire game to use, and they seem to re-use the same select 5-10 all over the place.

    As mentioned the AI is really good, I often see them doing really cool things and I am pretty much always impressed. Their dialogue is usually pretty spot on, sometimes offering detailed things like "hes up in the window" yet sometimes saying stuff like "hes trying to flank" when I am standing still or charging straight at them. I guess no system is without it's flaws.

    I really could care less about the story, yet it is presented in such short snippets it does not really get to me too much. It always seems like the phone messages are "Hey buddy whats going on over there" or that the laptop messages are always "Hmm this is interesting, I dont know what it means, I'll look into it".

    The combat is easily the best part of the game, all the weapons feel great and they all seem to have a good purpose in taking down the enemy. The feedback of shooting and melee attacking enemies is probably the best I have experienced yet, they definately nailed that part. The melee system is pretty cool, although a bit touchy at times (ie; trying to slide tackle and you end up just doing a crouch melee attack).

    I have not finished the game yet, but I feel like I'm very close.

  • xbox 360 at walmart

    • Algor
    • October 26, 2005 at 3:44 AM

    Cool, I think I see my brother's friend in CA showing up on here.. finding out if it's actually him.

  • Hard times ahead?

    • Algor
    • October 22, 2005 at 12:38 AM

    Only time will tell if Project Offset actually becomes something though.

    It is one thing for a team of 100 people to finish a project on a standard development timeline, and it is a near impossible thing for three people to complete a game on their own in a timely manner.

  • Last Transit

    • Algor
    • October 11, 2005 at 7:26 PM

    Looking good, nice work

  • King Kong Demo

    • Algor
    • October 10, 2005 at 1:04 AM

    I thought it was total garbage... something about the FOV appearing to constantly being changed while looking around, and the view bob almost gave me motion sickness. All of the textures were blurred and the animations were really bad. For some great idea, hitting E to grab a spear shifted the view over to some dumbass who started yelling at me about something I couldn't care less about. By the time I went back to "myself" I was eaten by the T-Rex. I pretty much gave up at that point.

  • Ford Crown Victoria (Taxicab version)

    • Algor
    • October 8, 2005 at 6:47 AM

    I love it... what game / mod is it for?

  • Best games commercial ever

    • Algor
    • October 8, 2005 at 6:40 AM

    rofl.

  • Weapon Model

    • Algor
    • October 7, 2005 at 1:53 AM

    Looks nice, but guh at the background and darkness of the render.

  • The Weapons of Quake4

    • Algor
    • October 4, 2005 at 4:22 AM

    Can I say.. WTF IS THE HOLD UP!?!

    QUAKE 4 GONE GOLD!!!!! To be in stores October 18th

    Quote

    The long awaited sequel to QUAKE II, QUAKE 4 enlists gamers in the role of Matthew Kane, a member of the Earth Defense Force's legendary Rhino Squad, to penetrate deep into the heart of the Strogg war machine and engage in a series of heroic missions to destroy the barbaric alien race. "On October 18, QUAKE is dialing it up to 4.0 on the Richter Scale with this new chapter in Earth's war against the Strogg," said Todd Hollenshead, CEO, id Software. "Fusing an epic war-story driven single player campaign, and fast-paced QUAKE III Arena inspired multiplayer, QUAKE 4 delivers a gaming experience fans will be raving about for years."

    Congrats to KFS and Raven team, Q4 is looking very nice! :megaman:

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