Wow, how much would you expect to sell that AUG for?
Posts by ReNo
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I was really getting the ship feeling as well, but the big windows make it feel less so. More like a refinery or something perhaps?
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Yum yum, love the grip detail! Not seen one quite as nice as that before, I want!
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To get around your models lihting up wierd, use info_lighting entities placed in locations you want your models to be lit from, and set these as your prop's light origins.
Changes look good, though I kinda like the handrails. Can see how they might impede flow, so I guess it might be best that they are gone.
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Hardly of the same calibre, but I spent about £25 on a mini MP5 that was funny as hell to go full auto on my mates with
It was really low powered and didn't hurt or anything, but it was funny watching folk dance around and hide behind curtains and stuff as pellets flew everywhere around their feet. It has since died a death though, serves me right for buying low quality really!To be honest though I'm more of a pistol man; dual beretta's would be a nice airgun combo

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The layout or the map? If the map...then you work too fast

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Love the orange, good to see the use of a less orthodox colour
My only criticism is that the coloured lighting looks a bit muddy in places, where it clashes with the textures or other coloured lights around it. I couldn't really pick out a specific location that that is the case, its just the general scene coming across that way. Oh an perhaps the red and white smokestack type things don't look quite right in amongst the rest of the texture set. Besides that, I like 
PS. The arrows on the door seem to be encouraging people to spectate

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Pick up the stuff you want, take it to the counter, and give over the right money. I think I could cope

On a serious note though, I guess it would be handy to know German, but its an English speaking office apparently, and most Europeans know a good bit of English. Obviously it's polite to use their language while in their country, but at least it would help while you learnt the basics. All in all, I don't think not knowing German would be a deciding factor, but obviously I'm not really in a position to know for sure.
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I think thats a different version of bounce that somebody else has made, using the original HL1 textures that they made into custom HL2 materials. When you download the map from the server, it doesn't download these materials, thus resulting in that. This version of bounce is far far nicer than that crappy port to be honest, I wouldn't touch that when this is available!
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I really like the look of this, not much to criticise about it really. Could perhaps benefit from some small dashes of colour around the interiors? I'n clutching at straws, what can I say!
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I'm on a games tech course, in my third year, and would say its somewhat pointless for a level designer. Obviously games design related courses are probably more relevant, but I still think you will learn more about level design and related topics through just doing it as opposed to being taught it. In my opinion, if I had NOT come to Uni and had instead been focusing on building a portfolio, I'd probably be a far better level designer and have a better chance of being hired.
As others have said though, if you are moving between continents in particular (eg. Europe to US, or vice versa) a degree is a very useful thing to have. I'd be quite happy to drop my course and look for a job right now, but I think it would be foolish given that I'll get a degree if I stick it for another 6 months, and that will be at least of some use in future years.
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I'm certainly interested, though do have a few questions about the position and about my suitability for it. I'll email them in though.
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Lack of inspiration means I'm mindlessly tweaking my existing areas at the moment, but hopefully I'll get dm_echo done properly and entered in. This week I have the last of my uni coursework to get done though, which is another thing in my way.
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Do you have to do anything special to get the user specified hinges to actually work on prop_door_rotatings? I can't seem to force them to rotate on any access other than the Z-Axis, which is obviously the one that most doors would rotate on but NOT the one I need it for

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Yeah, lets all just sit and go "wow man, thats awesome" without giving suggestions. Thats a great way to build a mutually beneficial community :roll:
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Johnny Depp is a pretty awesome actor and really versatile, so I've no doubt he'll pull this off fairly well. That said, another remake? :roll:
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My first release was "Obsolete", and its lived up to its name marvelously

[Blocked Image: http://www.snarkpit.com/maps/HL/images/264_1.jpg]
[Blocked Image: http://www.snarkpit.com/maps/HL/images/264_2.jpg]
I took quite a while before I released any maps, my early mapping days (in fact most of my mapping days) were very on and off. I don't have anything older than this left. Its pretty much a killbox really, but at least I gave a little thought to layout and lighting!
Aless: Your exteriors looked not bad (ignoring the fact you have the biggest fire sprite known to man!) but you should have used fairly high power light_spots under those street lights in order to get some contrast into the scene. Interiors also look not bad but the flat lighting ruins them.
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I think by thematic elements he meant anything that gives the map a theme. Your missile/rocket thing would be an example (albeit a rather ugly one in my opinion, poor texture choice!), as would pipes, smokestacks, whatever makes the map feel like the place its meant to be.
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Was about to say "Looks too much like the HL1 engine" until I actually reach your post - since you don't see many of them these days I guess I'm just not used to it
Doesn't look bad but uses too much brick in the second last picture, some colour / material variation wouldn't hurt the scene. -
LOL good point Ferret, dunno why I the hell I mixed those two up
