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Posts by MagicTMP

  • HL2world - Dumber than I thought..

    • MagicTMP
    • January 7, 2005 at 1:43 AM

    i got pretty mad when i read the thread though... i cant believe only maybe 1 or 2 people said that it was wrong to say stuff like that :/

    http://www.hl2world.com/bbs/viewtopic.p ... ht=tsunami

    i searched around the site a bit and they also have a topic showing that their immature...

    http://www.hl2world.com/bbs/viewtopic.p ... ature+site

    too bad i think you have to register in order to view the content.

  • DM Depot_Beta - By Robert Briscoe

    • MagicTMP
    • January 7, 2005 at 1:16 AM

  • dm_void - ready to submit

    • MagicTMP
    • January 6, 2005 at 1:38 AM

    looks great! there might be a little too much blue but the layout looks interesting. and i agree to add some stuff to throw with the grav gun (even though they wont fit in the theme). gj!

  • its my birthday!

    • MagicTMP
    • January 6, 2005 at 1:34 AM

    happy birthday blender :-o :-o :-o

  • dm_platform

    • MagicTMP
    • January 6, 2005 at 1:18 AM

    love the abstract feel of it... but 35 megs?! it doesnt even look that big D:!

  • ctf_export: first ctf map for hl2dm

    • MagicTMP
    • January 5, 2005 at 4:51 PM

    i didnt want to accentuate the background models. they are just there for a 3d feeling. nothing more.

  • ctf_export: first ctf map for hl2dm

    • MagicTMP
    • January 5, 2005 at 5:29 AM

    theyd have to figure out the entity tricks used first .

    but then again, im thinking of making the scenario open source it to some people who might in turn do number 2. theres always that might. .

  • HL: Nightwatch Chapter 2

    • MagicTMP
    • January 5, 2005 at 5:09 AM

    yep that last pic really takes the cake. imagine it in source!

  • dm_nonameyet

    • MagicTMP
    • January 5, 2005 at 1:38 AM

    you need something more in your level. color, even with the hl2 texture set, is more than just a grayish blend. try experimenting with lighting also. it helps a whole lot.

  • ctf_export: first ctf map for hl2dm

    • MagicTMP
    • January 5, 2005 at 1:27 AM

    good point rd. displacements will be worked on in that area .

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • MagicTMP
    • January 3, 2005 at 8:58 PM

    looks really really nice. are you sure theres no custom content !

    have you playtested it? im wondering if the layout works because i dont see many hints to the layout ><. great job though. gj on masking hl2 textures!

  • ctf_export: first ctf map for hl2dm

    • MagicTMP
    • January 3, 2005 at 3:22 PM

    thanks a lot . the map is big and there is no way to launch the small combine ball from one flag room to the other very quickly seeing as each base cannot see one another. it is a culmination of the ut2k4 Bombing Run and CTF actually. i wanted the gravity gun to be used more so what we did was allow launching for the teamplay aspect of it. it is also very hard to launch it into each flag room unless you are on the catwalk to get to each flag room.

    and yeah, the lighting looks to be the culprit peri. i might tweak the displacement also. get it more curved at the top. its a good thing i shaved off 7 hours of compile time by func_detailing a whole lot of stuff :-o

  • ctf_export: first ctf map for hl2dm

    • MagicTMP
    • January 3, 2005 at 7:10 AM

    It is still wip, but it is pretty close to being finished. A few more beta runs and tweaks and the map is done. The map was a bit rushed with details because there was someone at steampowered working on a ctf scenario, but adding more could possibly fry your machine since its already crashed mine once ><. But with tweaks it now does not crash. Here are shots and an explanation about the scenario:

    (from this angle, it might look like the cave walls are flat but they are far from it. its just the distance from it i guess.)

    [Blocked Image: http://img69.exs.cx/img69/5140/ctfexportbeta400027ha.jpg]

    [Blocked Image: http://img59.exs.cx/img59/4292/ac5dj.jpg]

    (in this shot, the light looks off because it is intersecting the brush slightly. its been fixed.)

    [Blocked Image: http://img59.exs.cx/img59/1884/ctfexportbeta400044ut.jpg]

    The flags take the form of Combine roller balls in offices on either side of the map. The object is to reach the enemy base and move their "flag" back to your flag room by grabbing, carrying, and/or shooting it there with the gravity gun. (There are even some safety measures to make sure you don't try to cheat by moving your own flag *cough* death )

    There's even an advanced scoreboard that counts the number of times each team has scored. The first team to make ten captures gets its name put up in bright, vibrant colors; soon thereafter, the map will "reset" so that another ten-capture game can commence. This won't affect your server's preset time limits, of course.

    Map by MagicTMP; CTF scenario and tweaking by Raeven0.

  • Release: de_kievpass

    • MagicTMP
    • December 31, 2004 at 1:17 AM

    yeah, you would really benifit from higher res textures. good brushwork though, but again you cant take your eyes off those textures.

  • dm_nonameyet

    • MagicTMP
    • December 20, 2004 at 9:19 PM

    yeah, i agree with the blandness. spice it up .

    btw, whats the name of the truck model on the left of your first pic and where is it located? ive been looking for something like that for a while . :evil:

  • dm_echo

    • MagicTMP
    • December 15, 2004 at 5:55 PM

    looks really cool. especially the first pic.

  • dm_fortress

    • MagicTMP
    • December 15, 2004 at 5:52 PM

    is it better than iceworld?

  • Acteon, character model

    • MagicTMP
    • December 6, 2004 at 8:49 PM

    the backpack seems strange, but funny. other than that, it looks awesome.

  • de_shapingcity

    • MagicTMP
    • December 5, 2004 at 1:25 AM

    atm, the building looks rushed. add detail later. change up the architecture and such. nice use of model props but thats already been mentioned. dont let em take up your whole map. yea... maybe you shoulda waited a bit until after you got past maybe 20%... 5% is a little bit too low.

  • Mapcore should pwn the Valve Map contest

    • MagicTMP
    • December 2, 2004 at 5:13 AM

    damn age limit. ill make one just for kicks though. sit back, get some popcorn, and watch the mayhem ensue.

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