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  3. ReNo

Posts by ReNo

  • Wahey it's my birthday

    • ReNo
    • April 28, 2007 at 2:50 PM

    I'm sure they'll be on the blower soon enough mate Happy birthday, have a good 'un!

  • BT+NightQuest

    • ReNo
    • April 27, 2007 at 7:59 PM

    The metal girders in the second last picture look entirely out of place going by the rest of the screenshots - I'd replace them with some wooden ones or something. Also, in the last shot your window texture's bricks don't match the main bricks you are using which looks rather wierd.

    Other than that it looks pretty good, particularly the exteriors.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 26, 2007 at 2:33 PM

    That looks awesome - hard to believe it's just HL2 assets, which is always a good sign! I agree that the circular tower could use a few more sides to it, but it isn't deal breaking. Nice work

  • Call of Duty: Modern Warfare announced

    • ReNo
    • April 26, 2007 at 9:49 AM

    I'm pretty certain this was announced or at least "generally accepted rumour" ages back too - I was sure I'd read CoD3 was going to be console only and the last WWII entry, while Infinity Ward worked on CoD4 in a modern setting. I've not played any of the CoD games through (really don't have much interest in WWII as a theme for some reason) but I'll keep my eye on this one.

  • De_archipelago

    • ReNo
    • April 26, 2007 at 12:21 AM

    Oooh, nice and different for CS! Reminds me a lot of our map in The Ship called "Raifucu Maru", which has a somewhat similar setup (top of the map screenshots)...

    http://%7boption%7d

    To me things are looking a bit inconsistent - some of the buildings that are propped up on rocks give an awesome overall effect in places (here and here, for instance), but the buildings themselves are fairly basic and awkwardly shaped, with severely bland interiors. The second shot with the cross-beams supporting the roof is the strongest of the building interiors, but even that could use some simple things like a door frame, skirting boards, maybe a rug decal, or something. Also you should work on your texture alignment on objects like the stairs in this shot - make sure the wooden beams in the texture make sense the way you orientate them (eg. having a single beam running along the length of a step rather than half a dozen of them cut really short and stuck next to each other!).

    I applaud your efforts here though - I love to see people pushing themes that a game isn't used to seeing

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 25, 2007 at 11:49 AM

    Thanks for the compliments guys, I'm pretty happy with how it's turning out. No points for originality though eh - this sort of theme is what HL2 was made for really No harm in working to something's strengths though, I say Respect to those that are trying something a bit more out there with HL2's standard assets alone.

    Merkaba: Looking pretty crazy! Like Mkz, I'm not keen on the rock texture you've used on the upper sections - I think keeping it consistent with the lower rocks would look better. Those stairs alude to the inclusion of some human made elements - anything extra coming on that front (or hidden away in those screenshots)?

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 24, 2007 at 11:44 PM

    Looking cool Bluestrike, another map that kinda reminds me of Halo in its style and architecture. How do you get around though? You said you had planned on using a conveyor but ended up with something else, but I can't see that many linking routes. Lots of ladders, or jump pads or something that are hard to notice?

    A wee update on mine - this is a shot of one of the outer passages that surrounds the central room, connecting the different stories. Progress is still pretty slow, being too much of a perfectionist given I've not even blocked in much of the layout yet (though it is planned) so hopefully I'll get over that and start getting the critical stuff in before pissing around with minor lighting tweaks

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/dm_weaver2.jpg]

  • Waldmeisterschaft - Ahoj Brause [2d scrolling game]

    • ReNo
    • April 24, 2007 at 1:26 AM

    Had a quick shot of it, and managed to get a bit into the jungle world. Nice little game - fairly basic mechanics but it does what it sets out to do. Level design seemed quite neat, and I liked the element of having to ration your ninja star things (which encouraged returning to a lower part of the level at times to grab a gem guarded by somebody you couldn't take out before). So good job mate, particularly if, as it sounds, this is your first foray into this sort of thing!

  • WIP in WIP, post your level screenshots!

    • ReNo
    • April 24, 2007 at 1:20 AM

    Hammer did that to my contest map yesterday too. Crashed while it was saving, so instantly I was worried, but on loading it back up and finding an empty map I was really stressing. "No worries", I thought, "Hammer has autosave these days", so I file->open and browse to the autosave directory to find...nothing. Now profanities were being shouted, so I browsed to the folder in windows and thank the heavens above, the files were there, they just has ".autosave" instead of ".vmf" as their file extension. FFS, that was terrifying.

  • How many of you wore a suit to your interview?

    • ReNo
    • April 23, 2007 at 10:07 AM

    Nah, never worn a suit to an interview before. I just go with smart-casual - generally wearing a shirt/polo shirt as opposed to a logo-emblazoned t-shirt, for instance. Once I got the job I started wearing any old shit

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 23, 2007 at 4:08 AM

    You could afford to put a lot more faces on those tunnels to smooth them out - at the moment they look really angular and retro. Watch your texture alignment across the curves too - use alt-right click with the lift and select mode to wrap seamlessly from one face onto another (keep running into people who weren't aware of this feature, I'd be so lost without it!).

  • Write about the person above you...

    • ReNo
    • April 23, 2007 at 2:59 AM

    Should try and get a job at Outerlight once he's finished his degree, but chances are he's gonna get snapped up by somebody bigger and/or we won't be hiring

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 22, 2007 at 6:05 PM

    Merkaba: Rather you than me mate! I started my entry as a similar sort of map with a central tower and spiraling terrain around the outside, but the displacements got the best of me and I gave up on it. Bloody hate those things - one day I'm gonna have to teach myself to use them well for complex terrain.

    Kakburk: Some cool architecture in there, getting quite a Halo vibe from some of the shots. As for not having "these last hours of Sunday" - you do know the deadline was moved back to the 30th, as in next Monday, right? Go check the first post in this thread again, it's been updated Hope that gives you the time you need to sort out those bugs!

    My map still makes very little sense whatsoever, but its coming on quite nicely. Pretty slow progress, but I should be able to get things finished off for next Monday. Decided to call it "dm_weaver" as the wooden walkways on the top two floors look like, well, a weave when you view them from above

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/dm_weaver1.jpg]

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 22, 2007 at 2:51 PM

    I'm not sure if I'm gonna have any physics props, and if I do, there certainly won't be many of them. The layout of my map is too tight for there to be much space for them, sadly; physics props lying around would impede movement too much I reckon. I'm going for more of a UT style map but for HL2DM. Whether or not it will work out I've yet to see.

  • Factory Rooms

    • ReNo
    • April 18, 2007 at 10:09 PM

    Oooh another Grinster - congratulations man, hope you enjoy it

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 18, 2007 at 12:55 PM

    The original post has been updated with Monday as the new deadline, so I guess that makes it official insta

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 18, 2007 at 11:06 AM

    Looks like a solid arena layout Voodoo, but those shots are really hurt by the lack of lighting. Hope you can find a nice way to provide some illumination and contrast, it should improve things immeasurably. Also, I'm not too keen on your broken walls around the top - have a read of this tutorial, it might help give you some ideas on how to make it look more convincing

    Thanks for the comments guys - gonna give it my best shot to get it finished in some form as I've not released anything on my own volition for bloody ages

  • Summer is coming - maybe MapCore T-Shirts?

    • ReNo
    • April 17, 2007 at 6:33 PM

    Living up to your title there strat I've got a thing for brown these days, but I think I'd cave in for the white ringer shirt out of those 3.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ReNo
    • April 17, 2007 at 5:34 PM

    Cracked open hammer for a bit of a play around, though I dunno if I'll get it finished in time. We'll see

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/1024comp1.jpg]

    No, I've no idea what the hell it is, just think of it as one of those random UT deathmatch arena type affairs.

  • stalker asset thread resolution

    • ReNo
    • April 17, 2007 at 1:29 PM

    Who's Kenneth Scott?

    Oh, and Kotaku specifically mentioned the impflash resource in their latest update on the topic - stands for impact flash, apparently.

    http://%7boption%7d

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