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  3. DaanO

Posts by DaanO

  • dm_allusion and dm_abyss

    • DaanO
    • March 16, 2005 at 3:28 PM

    To be honest, that looks like Half-Life 1. Looks fun though

  • Would you join a MOD advertised in the CLASSIFIEDS forum?

    • DaanO
    • January 31, 2005 at 9:14 PM
    Quote from Pericolos0

    have to say there's not much stuff i saw here that made me interested in joining :s. Xcept maybe nightwatch if i had the time.

    I'm with you on this one. Nightwatch is awesome.

    IRT Klein: No, i'm already on one, and after i think i will take a break from mapping anyway after i made a few Source maps, so focus on movie making.

  • 2 pix

    • DaanO
    • January 31, 2005 at 6:02 PM

    Could pictures man, i really like the first one. As for the second one, central composition = bad. Pretty nonetheless

  • so, a new CS:S map from valve

    • DaanO
    • January 31, 2005 at 5:59 PM

    I wasn't even talking about the gameplay, but yes, the gameplay's not that good as well. With some modifications it could work as Deathmatch arena though. (which also explains why it doesn't work in cs)

  • [Open source] 90% finished FarCry SP mission

    • DaanO
    • January 31, 2005 at 3:43 PM

    Looks pretty nice actually.

  • [WIP] q3_Technicastle

    • DaanO
    • January 31, 2005 at 3:43 PM

    Work out the theme a little bit better. It just looks the same throughout the map. Variations in color have been suggested, and i agree. (But those 2 are related). Just come up with a few crazy elements you could put into this map. Give some areas a purpose (even if you work it out in an abstract way). Just do something to not make every room look just the same.

  • de position

    • DaanO
    • January 31, 2005 at 3:41 PM

    Just because we switched to another engine, doesn't mean generic enviroments are cool again. I'd go for a more original theme. The map itself is done decently, that's not it.

  • It's SNOWING!!!!!!

    • DaanO
    • January 31, 2005 at 3:39 PM

    Still waiting for some snow overhere.

  • RELEASE - DM Cliff House

    • DaanO
    • January 31, 2005 at 3:38 PM

    Nice idea, nice atmosphere (although i'd like to see something more subtle, which would make it stronger). Next time, if i were you, i'd use some smaller brushes, to make it look more realistic. Now things are just way too blocky. Also, the terrain could have been much more interesting. Adding a cliff wall right next to the terrain, with some trees on top, and they're almost falling off because of erosion. Add a road to the house to make it more of a real place, just make the terrain more interesting. Certainly not bad for a second map, now practise a little bit more and above all, try to make the place more interesting, less generic. Good job though

  • so, a new CS:S map from valve

    • DaanO
    • January 31, 2005 at 3:30 PM

    Actually, i don't feel tides is that good visually. I mean, the textures are great. The models are great. The skyline is great. The brushwork is great. They all fit together. Then why nag? The map makes no sense, simple as that. That map, simply isn't a village. Now if the plays alright, that doesn't matter all too much, nobody is gonna pay attention. But that's simply because visuals don't matter that much for Counter-Strike, the CS players simply do not care. I think de_tides is pretty nice looking, the colors and textures and all, but nothing more than that. I mean, what is the purpose of the village, touristic, is it some kind of ancient old village where people used to live. Those rooms and corridors serve no purpose at all, living there would be simply impossible, it's just not a real location, and that annoys me, as a mapper. The visuals are good, but not great, it just lacks realism.

  • Everyone give zaphod reassurance here!

    • DaanO
    • January 28, 2005 at 9:59 PM

    Shouldn't we all pity activision for the loss of zaphod instead?

    Good luck man

  • DM_?

    • DaanO
    • January 27, 2005 at 2:49 PM

    The geometry look very UT'ish, reminds me of some levels i played. Decent looking, but nothing special. (But i doubt that's possible with the lack of an actual theme). Textures are all well chosen and stuff, lighting seems ok. Just decent, but nothing special. Bet it plays well though.

  • please be honest

    • DaanO
    • January 27, 2005 at 2:43 PM

    Oh it is good money, i just said that it doesn't say anything about who you are, in a reply to the first post. Also, i came across quite a few people that were like "Oh i donated, and therefor, i helped. Means i don't have to care about the world for another year and i can just go sit on the couch again." And those just annoy me.

  • Mapping reference gold mine.

    • DaanO
    • January 26, 2005 at 2:53 PM

    Oh, by the way, i think if you want good ref pics, the best thing to do is.... get out more. But i fear this might be the wrong place for such a revolutionary piece of advise

  • please be honest

    • DaanO
    • January 25, 2005 at 11:35 PM

    I had a bit of a discussion with klein about this, and i just wanna say i really don't want to offend anyone. Donating money is good, as long as you can see the bigger picture and most people simply can't do that. I really don't think it counts for anything (as in, it says something about who you are) or that it makes you better, but it's still a good thing. I just don't want anyone to get me wrong

  • Mapping reference gold mine.

    • DaanO
    • January 25, 2005 at 11:33 PM

    http://www.terragalleria.com/

    First of all, the guy is one of the best photographers i know. He's made thousands of gorgious pictures and they're so good that i actually once spent a day browsing through them all. While many of the photos won't be useful for level design, many others will be. There are some buildings that are so crazy i wouldn't have thought of making them, but they're real:

    http://www.terragalleria.com/images/np- ... e0821.jpeg

    Anyway, great website, lovely photos. Also good for when you need a new desktop

  • TS_ARIZONA

    • DaanO
    • January 24, 2005 at 5:09 PM

    Finally! I'm gonna play this map (not today, no time) and i'll tell you what i think afterwards ok.

  • UT2 DM-Redkin

    • DaanO
    • January 24, 2005 at 1:27 AM
    Quote from von*ferret

    I just find it too busyIn the sense that I cant focus on the flow if you know what i mean. I think it has to doo with the lighting but I can't put my finger on it. I'm also not a UT2k4 players so my remarks may not be the best criticism.

    I play UT on a regular base, and busy enviroments are no problem, they're all over the game

  • UT2 DM-Redkin

    • DaanO
    • January 24, 2005 at 12:21 AM

    Lovely work. If it's based on Rankin i bet the gameplay's good. Anyway, i think it's looking really interesting, every detail makes sense. You made this detailed and for a change (after seeing all the prop-packed hl2 maps) it doesn't seem bad. Anyway, i hope there's a big enough role for the large canyon, because that is, to me, the most interesting part. Nice work.

  • DM - Untitled Space level

    • DaanO
    • January 22, 2005 at 1:35 AM

    You have a cool start, now you need to take it a step further. The rock is just totally uninteresting, as is the rest of the enviroment, which is my main concern. The inside looks cool, i love that player model standing by the foodomatic, i like the concept. The outside though it just a plain rock. Also, i agree with Hourences. Make it more interesting.

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