http://whosyourdaddycool.com/tutorialps01.htm
Note: For older versions of PS the clone tool can also be used.
Some also use a filter which does the seaming.
http://whosyourdaddycool.com/tutorialps01.htm
Note: For older versions of PS the clone tool can also be used.
Some also use a filter which does the seaming.
Very well done map indeed!
Quote from Jezpuh
Yep, ChronixAgressions is the best radio station! I have never had to use any plugin to hear it.
Seems like you know your stuff!
I am however wondering how you could forget the kings of black metal: Dimmu Borgir?
QuoteJust to get started, what's a powerball?
It is for sure an occupying little thing:)
Yep, those JD.
QuoteI'd rather go to the gym~
Far from as geeky;)
Btw. I got it past 7000 now:)
So few replies:( More comments are appreciated.
Anyone in here got one? I received mine a few days ago and I am beginning to like it. First I had no luck with getting it to spin for more than 5 seconds or so:/ Just today I managed to keep it spinning and even increase the speed:)
My personal record for now is: 5734. Judging from the official scoreboard this is very little, but damn that little bastard is tough already at this speed.
Anyways, they are worth it, get one:)
I say: Edit your posts plz...
Ground texture and smoke is nice, but there are a lot of errors in the picture. The lighting could use some more -bounce.
A little offtopic, but I also really agree regarding that the Source tools are very bad. I got tired of them almost before I really got into them. Ahh well, Source has made me look into a lot of other nice engines.
RD got some really good points. This map is not much besides a generic boring industrial area with a big wall at one of the sides.
Judging from the first screenshot, then texture on the rocks need to get it's scale increased to at least the double.
Ahh, if you dislike sand, then a position on the SoW team is probably not for you:)
That piece of concept was the very first from one of our new artists, so he started out with something safe and simple. Furthermore concept sketches like that are being made because SoW2 not is set in 2005 and therefore can't just reference pictures.
I do however agree with you to and your comment is also to some extend similar with what I originally said to the concept artist.
Hello fellow mapcorians. I am the Project Leader for the Source mod Sands-of-War2.
We are currently in need of all kinds of talent. It's not like that we don't got a good team already, in order for SoW2 to reach a satisfying level of quality. We are currently 19 people on the team.
I am well known in the HL editing community, we have coders and moddellers on board, we have a decent website that isn't on Geocities, we already have some proof of concept code and screenshots and I am not 14(neither are any other on the team).
SoW2 is not just a random idea by some n00b who wants to make the best game in the world. We have already completed Sands-of-War1 for HL1, so you can trust that we can handle this.
Currently the most art and info about SoW is related to the HL1 version of the project.
Sands-of-War
SoW is a fully established and released mod, which has received the ModDB award. The last version was downloaded thousands of times.
I have noticed that there are a bunch of talented mappers in here. It would be appreciated if some of you make a SoW map.
There is not much work in converting a map to SoW. Removal of the
bombspots and exchanging the current spawn points with SoW spawn points.
Around the map there should be placed 5 flags representing important areas
If you want to make it perfect you can add a bit more modern or slightly
sci-fi elements to the maps. Sands-of-War is a modern mod set in the very
near future.
Website:
http://sandsofwar.net (redirect)
Jobs page:
http://sandsofwar.net/index.php?page=jobs
Job information
Working on Sands-of-War is an ideal way to learn more about game production. We can offer you a friendly athmosphere with helpful teammembers. On the Sands-of-War crew you will be respected for your skills and personality - not your sex, skin colour or religion.
A position on the Sands-of-War team is a great opportunity if you want to work with game development. Working on a mod is the best thing you can do if you want to get a job in the games industry. At the Sands-of-War team we focus on not only producing cool mods, but also learning more. We learn and help each other everyday and it will make you a better game developer faster than ever before.
As a Sands-of-War teammember you have a very high chance of getting your work out to many people. There are lots of mods, which never gets released and much work which never see a release. At Sands-of-War we finish what we start and do whatever we can to further develop the mod. As a prove of this you have Sands-of-War1 which we have finished and released several public versions of.
If you decide to join the team we expect you to work hard and dedicated. You will have to use at least 3-4 hours per week on the mod. Its is important to work dynamicly and use more time during times where it is needed. Do only join the team if you are fairly sure that you will also be able to work on it at least 3 months later. People who are capable of keep working on a single project for a long time is needed.
All crew members must be capable of:
- Work on their own and as a team
- Get new ideas/features by themselfs
- Implent ideas/features by others
- Stay in contact with the rest of the team(forum, IM, IRC, etc.)
- Act and talk responsible
- Respect other opinions, cultures and the freedom of speech
- Read and write english on a technical level.
- Passion for games
- Previous experince in game design
- Follow directions set by the leading members (Lead Coder, Lead Level Designer, etc.)
- 16 years or older(exeptions are possible if case of exeptional talent)
Level Designer:
- 2+ years of experience work level design
- Experience with Valve Hammer Editor and the Source engine
- Understanding of lighting and athmosphere
- Understanding of game flow and playability
- Ability to optimize levels without degrading their visual quality
- Texturing or modelling skills is a plus
Map shots - SoW1, maps are made by me
[Blocked Image: http://moddb.com/images/cache/mods/13/1310/gallery/water_23235.jpg]
[Blocked Image: http://moddb.com/images/cache/mods/13/1310/gallery/water_22472.jpg]
Concept sketches - SoW2
[Blocked Image: http://nicklas.byriel-pedersen.dk/sow/g36c.jpg]
[Blocked Image: http://sow.thexnetworks.net/concept/snipers.jpg]
[Blocked Image: http://sow.thexnetworks.net/concept/AIM_Guerilla.jpg][Blocked Image: http://sow.thexnetworks.net/concept/AIM_Sniper.jpg]
Comic
[Blocked Image: http://sow.thexnetworks.net/gfx/sowcomic1.jpg]
Agreed. Looks too much like D3(!=D3adlode), his nipple is gay and muzzle flash is really wierd.
Check out this interview with Schafer don by Thrik:
http://www.razputin.net/index.php?page= ... s/timwords
If you are not yet sure of that the guy is sick in his head, then just read the first reply:D It's a damn good description of how it is to develop games:)
Very well done Steppenwolf!
Apocalyptica - The Unforgiven
As I Lay Diying - 94 Hours
Breaking Benjamin - So Cold
Brudevalsen - Break
Compos Mentis - My Inner Beast
David Draiman - Forsaken
The ECCBeatles - All Your Base Are Belong To Us
Fairytale Abuse - A Forest of Flames
Hatesphere - Live For This
In Extremo - Omnia Sol Temperat
In Flames - Jester Race
Killswitch Engage - Rose of Sharyn
Langsyne - The Final Words
Luca Turili - The Ancient Fores of Elves
Lumsk - I Lytinne Två
Mevadio - Live Through The Eyes of A Crooner
Morbid Angel - Desolate Ways
Mushroomhead - Sun Doesen't Rise
Leavs' Eyes - Oceans Way
Pumpkin - Oziris
Salida - Broken China
Snüsk - Flet Fissen
Susperia - Chemistry
Trivium - Like Light To Flies
Music is like candy, you have to throw away the rappers.
A func_illusionary with the right texture could do the job to some extend.
See the picture extravaganza 2005 thread for pictures of my desktop.