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Posts by KIIIA

  • The random model thread!

    • KIIIA
    • August 29, 2005 at 6:28 PM

    So, because i didn`t want to open an own thread for this small piece of model, i thought opening up an own random model thread would be a good idea.A thread for statics and stuff that aren`t worth an own thread.Ment to be the long lost brother of the random texture thread or something....

    Anyways lets begin with this palm, modeled and skined by me:

    [Blocked Image: http://www.kiiia.com/Bilder/palme_2.jpg]

  • Second release - 5 skies.

    • KIIIA
    • August 28, 2005 at 12:15 PM

    Looks very detailed and well balanced from the colors. Did you make it with Terragen , or which prog did you use?

  • dm_intense

    • KIIIA
    • August 17, 2005 at 12:18 PM
    Quote

    Just to put this into a little context by the way, it was his entry into the Snarkpit's surrealism competition - the point of the contest was to avoid any real world / sci-fi / fantasy settings - so I guess that goes some way to explaining why it doesn't particularly resemble anything

    would have needed to know that before, why don`t you tell that to the audience BliSter?

    That changes my view on the map, although the map still doesn`t completely convince me.

  • dm_intense

    • KIIIA
    • August 17, 2005 at 1:51 AM

    Interesting brushwork, but it lacks detail and especially sense.

    If you can manage to combine such an interesting bw and lighting with detail and a certain amount of sense (any environment that the player can rerecognise, a high tech spacestation for example) it would come of nuch greater. The complete lack off a repetive theme in everything (textures, lighting, bw etc) really disturbs my eye here.

  • Battlemech "Mongo"

    • KIIIA
    • August 13, 2005 at 1:17 PM
    Quote

    And is this a real name for a battlemech? In germany this a word that can be used to offence one. (comes from mongoloid aka down syndrome)

    No, this is not a real name for an official Battlemech, cause this is not an official Battlemech. This Mech is created completely out of my imagination, without any refpics etc.

    The name results from me, being not too death serious about what i have modeled together there.

    But it`s not ment to offence anybody, and in general i don`t relate it with people with any kind of disease (although it seems to have it`s origin there).The word has become kind of a trendy word, used even by artists (remember "Mongo Clique" or "Marylin Mongo" ).

    So`nobody needs to feel offenced.

    PS: I`m from Germany too

  • Battlemech "Mongo"

    • KIIIA
    • August 12, 2005 at 9:59 PM

    Battlemech Model "Mongo"

    Mostly feared by enemy infantery because of his max. 3 funky Gatlings.Has heavy armour at his sides to be protected from enemy rocket launchers (they don`t know that the feet are much more vulnerable , cause they are kinda stupid).

    I think im gonna skin this candidate the next few days...

    [Blocked Image: http://home.arcor.de/kirrri/Presentation_Flat.jpg]

    C&C?

  • totally random texture thread

    • KIIIA
    • August 8, 2005 at 9:52 PM

    exactly!

    Still busy improving my texturing skills.Today i woke up and wanted to create a crate tex with red, and finally came up with this:

    [Blocked Image: http://home.arcor.de/kirrri/crate_metal_red.jpg]

  • totally random texture thread

    • KIIIA
    • August 8, 2005 at 6:20 PM

    Wanted to remake a texture from UT2k3, but in the creating process it turned out like this (just started to learn texture creation):

    [Blocked Image: http://home.arcor.de/kirrri/betonwall1_brown_metal2_redpipes.jpg]

  • TEXTURE STAND OFF : SEWER WALL

    • KIIIA
    • August 7, 2005 at 11:18 PM

    Learning texturing atm, and came up with this little dirty, greenish wall set today.And now i see this thread, and i think my very first attempts kinda fit the topic, so run & hide,cause you are about to be shown some serious eyecancer

    [Blocked Image: http://home.arcor.de/kirrri/dirtywall_source.jpg]

    -

    [Blocked Image: http://home.arcor.de/kirrri/dirtywall_bottom.jpg]

    -

    [Blocked Image: http://home.arcor.de/kirrri/dirtywall_light.jpg]

    -

    [Blocked Image: http://home.arcor.de/kirrri/dirtywall_pipes.jpg]

    C&C?

  • Mongo Smurfs Home

    • KIIIA
    • August 1, 2005 at 12:11 AM

    Hi, it`s me again with another low skillers model work.

    Yesterday when i was browsing through mapcore i found a pic of a smurf village, and i liked the toad houses. So i decided to train my modeling and skinning skills on such an object (they really need training).

    Textures are about 70% by me.

    Thats what i came up with:

    [Blocked Image: http://home.arcor.de/rozzo/Schlumpfhaus2.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/Schlumpfhaus3.jpg]

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    [Blocked Image: http://home.arcor.de/rozzo/Schlumpfhaus1.jpg]

  • WIP in WIP, post your level screenshots!

    • KIIIA
    • July 26, 2005 at 4:26 PM
    Quote

    You seem to limit yourself to standard resources only quite often, why is this?

    My slow machine limits me to the old engine, and this is just a small project born out of being forced to stay at home, so i just grabbed the standard content and started building......although i didn`t wanted to do something for the old engine again, because (even with custom ressources) the engine is just too old these days.

    Nevertheless i always like to see good stuff from others for the old engine....

    Quote

    ....its hard to make anything in that engine that will particularly impress.

    Nothing wrong with trying it anyway, is it? And it was fun, mapping it..

    Cause of the new page , showing the pics again:

    [Blocked Image: http://home.arcor.de/pieromo/3.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/2.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/1.jpg]

    C&C ?

  • WIP in WIP, post your level screenshots!

    • KIIIA
    • July 26, 2005 at 4:08 PM

    Hello, due to a swollen and blue face ( i and two friends of mine got beaten up and robbed by a bunch of gangsters ) i decided not to take part of partys etc. for the first week of my holidays so i found some time to do something with Hammer again.Its just one room for now and the content is strict HL1 original.Don`t know yet if it will become a whole level, we`ll see:

    [Blocked Image: http://home.arcor.de/pieromo/3.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/2.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/1.jpg]

    C&C ?

  • Space Industrial Platform Scene thing

    • KIIIA
    • June 8, 2005 at 12:36 PM

    Poly Count is at 6375.

    But i didn`t mind the polycount while modeling, cause that thing was ment to be some kind of Render picture structure, and wasn`t ment to be an ingame model.

  • Space Industrial Platform Scene thing

    • KIIIA
    • June 5, 2005 at 1:09 PM

    So, i have raped my modeling program the last few days when i found time.The result was a space platform scene.Nothing special, compared to the other work presented here, and the colors and render are very improvable, but i feel like disturbing your eyes with that

    [Blocked Image: http://home.arcor.de/pieromo/scene1.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/scene2.jpg]

    C&C ?

  • WIP in WIP, post your level screenshots!

    • KIIIA
    • June 1, 2005 at 4:05 PM

    cj, how did you realize the cellshading?

    You did it with brushes somehow, right? There`s not an option in the compilers, to add that feature, is there?

  • Portfolio snaps

    • KIIIA
    • May 30, 2005 at 4:32 PM

    To be honest, that 3rd pic from NS_Forsaken kicks ass. The other pics are great too, but that one is really inspiringly ( is that the right word ?? ) from architecture and style..

  • WIP in WIP, post your level screenshots!

    • KIIIA
    • May 6, 2005 at 10:07 AM

    The pic of "Thevon" looks very nice and promising!

    Great theme & great visualization.

    I can picture it, with that honorfull look of the buildings in that cute perfect colorfull fairytale with the small river floating under the bridge and that great waterfall at it`s beginning!

  • [HL1DM]Cillit_Bang (Oldskool Contest Entry)

    • KIIIA
    • May 1, 2005 at 12:21 AM

    Hello again, my newest finished project HLDM Cillit_Bang is my entry to the ThW Oldskool HLDM Mappack.

    Before dissapointment will occur while watching the screens remember:

    -Wpoly Limit of 500 !!! in the contest

    -Only HL Standard Content was allowed

    -At least it`s HL1

    DL (ca.800Kb): Here

    This mappack`s focus was clearly on the gameplay.Optical aspect didn`t matter.So i gonna tell a few things about the gameplay:

    Map is designed after the "always walk" principle which means that there are no ending points.There is a main centered 2 layered arena, whose 2 stages are connected by 2 ways. Those 2 ways provide ammo, health and the strongest weapons, so they work as a rescue from the arena and a restock place.

    Only small gameplay flowbreaker is the airstrike room.The airstrike room is accessable from 2 sides and the airstrike will happen 40 seconds after the button got activated, so there is enough time for you to kill the original activator and rescue yourself.Map is designed for about 4-8 players.For more information, check the Layout at the bottom.

    Pics:

    [Blocked Image: http://www.planet-pepe.net/stuff/upload/HLDM%20Cillit_Bang/Cillit_Bang0000.jpg]

    -

    [Blocked Image: http://www.planet-pepe.net/stuff/upload/HLDM%20Cillit_Bang/Cillit_Bang0001.jpg]

    -

    [Blocked Image: http://www.planet-pepe.net/stuff/upload/HLDM%20Cillit_Bang/Cillit_Bang0002.jpg]

    -

    [Blocked Image: http://www.planet-pepe.net/stuff/upload/HLDM%20Cillit_Bang/Cillit_Bang0003.jpg]

    -

    [Blocked Image: http://www.planet-pepe.net/stuff/upload/HLDM%20Cillit_Bang/Cillit_Bang0004.jpg]

  • [WIP]HL1DM Mappack Entry

    • KIIIA
    • April 23, 2005 at 8:35 PM

    Updates about my entry for theThW HL1DM Mappack

    To prevent possible dissapointment when looking at the screens, remember the contest rules:

    -Strict Poly limit of 500!!!!

    -Strict focus on gameplay, visuals can be left behind!

    Due to a too eyecandy-ish layout that couldn`t be brought together with the strict Poly limit of 500 i needed to realize a new, straight aiming for gameplay on cost of the visuals, layout.

    And this is, where the journey is about to lead to in the end:

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0000.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0002.jpg]

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    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0003.jpg]

    -

    [Blocked Image: http://home.arcor.de/rozzo/dmbnew0005.jpg]

  • [WIP]HL1DM Mappack Entry

    • KIIIA
    • April 18, 2005 at 5:33 PM

    the contest this map is being constructed for:

    http://www.thewall.de/forum/showtopic.p ... &pagenum=1

    And for all the people not able to understand german, the basic rules:

    -focus on gameplay

    -wpoly Limit 500!!!! (peak is about twice in my map atm...)

    -only original HL content (textures, sprites, models etc) NO CUSTOM STUFF!

    So its more a Mappack of HL1DM Maps optimized for gameplay,by some mappers who still enjoy doing that Oldschool stuff!

    If you enjoy doing so too, you`re welcome to join us:)

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