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  3. DaanO

Posts by DaanO

  • TEXTURE CONTEST: ASIAN TEMPLE

    • DaanO
    • January 18, 2005 at 9:42 AM

    try tiling that texture

  • Another assault?

    • DaanO
    • January 17, 2005 at 9:01 PM

    Copy-paste from IRC, in case you don't read it there:

    SO0PRcow: the big problem with assault always was, that its floorplan made no sense. i think you should radically change the purpose of the entire place, and the buildings instead of just making assault more pretty and moving it to a new engine. because so far it looks like that's what you have been doing

    just come up with a layout, and buildings around it, where the map actually makes sense

    that'd be far more interesting. i'm sure you can make it look pretty, and the layout plays pretty well already, but now make it a GOOD map as well, something interesting

  • Pic.

    • DaanO
    • January 17, 2005 at 8:41 PM

    great picture, i almost always love pictures with silhouets, and this is no exception. i'd cut of a big part of the black at the bottom though, it fucks up the composition, it puts the line of black/colored sky exactly in the middle and that just doesn't work.

  • so, a new CS:S map from valve

    • DaanO
    • January 15, 2005 at 10:54 PM

    Valve never bought Nuke? That makes no sense.

  • de_go_nuke

    • DaanO
    • January 15, 2005 at 10:50 PM

    "Hey let's stuff this HL1-like brushwork with a shitload of props"

    Personally, i really don't like this map. I like the layout, it's brilliant. But the graphics shouldn't be like this. The brushwork is plain and boring, the terrain looks a bit odd, i don't like the kind of maps that are built in some kind of crater surrounded my hills that are just too high, it doesn't make a believable setting. The colors are chosen alright on the outside, but are not subtle enough on the inside. To me, the props look randomly placed. Just adding many details to a level doesn't make it more realistic when those details are not added in the right way. Whoever made this should take a close look at how Valve ported de_prodigy to the Source engine, they did a great job. And besides all that, i think the new version of de_nuke should have very little props and a good framerate, so it can be used for league play as well.

  • so, a new CS:S map from valve

    • DaanO
    • January 15, 2005 at 9:39 PM

    I like the map, but i think it's not a smart move to go out and make this map. As far as i remember from CZ, it had bad gameplay. And the community is desperate to get a CS:S version of Nuke, Train and all the other 'league' maps. So nice map, but their priorities are just wrong.

  • dm factory

    • DaanO
    • January 15, 2005 at 9:35 PM

    your lighting lacks subtlety (sp?), both in color and brightness, and in how you used it. try to find out why your world doesn't look 'real' and fix it

  • dm_Island17. Playtesters requested.

    • DaanO
    • January 15, 2005 at 2:00 AM

    Good luck in the contest Nick

  • obj_mq_revolters

    • DaanO
    • January 15, 2005 at 1:59 AM

    Well, i think that when the first people started mapping for HL1, the standards were (if i look back) quite low. Make a decent map with HL textures and you've got yourself a winner. In the end we saw maps like industrywest, laguna, shogun and morningstar and people would make their own props, textures, skylines and sometimes even sprites and sounds. Right now people are just too impressed with how the engine makes everything look cool, and they'll just use a shitload of the same props. But i think that in a few years, when the standards have skyrocketed (eh? whatever!), whenever we see one of the first maps again we'll giggle, and change the subject.

    Anyway, on the map, i just don't like the visuals, but it's great to see some original concepts in gameplay!

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • DaanO
    • January 14, 2005 at 1:57 AM

    You should be more confident about your work

  • Cuba~

    • DaanO
    • January 14, 2005 at 1:56 AM

    Then i'd say you picked some interesting scenery, but (although some pictures are interesting, they remind me of Amores Perros) you should spend some more attention to capturing them in a pretty way.

  • How old are you?

    • DaanO
    • January 14, 2005 at 12:32 AM

    Almost 20. Which sounds old, to me. Beh.

  • Cuba~

    • DaanO
    • January 14, 2005 at 12:30 AM

    Did you make these pictures to do some photography (to make pretty pictures) or because of the scenery/ buildings/ whatever was on them?

  • my new portfolio site! :D

    • DaanO
    • January 14, 2005 at 12:25 AM

    The textures blow me away, you should stop talking about getting a job in the game dev industry, but just go get that job . It should be easy.

  • DM Depot_Beta - By Robert Briscoe

    • DaanO
    • January 14, 2005 at 12:24 AM

    No offense to the map author, but we're all just such a big bunch of hypocrites. If we would see a map like this in Half-Life 1, we'd tell the author that the map plays bad and lags. But not only that, the theme is really unimaginitive as well. We'd tell the author to find himself a more interesting theme, that he sure knows his tricks well, but just should be more creative. I mean, come on, it's just too close to HL2, it's like releasing a Dust map for Counter-Strike or a Supertimor map for The Specialists. Instead, this map is praised for all it's goodness, and it even received the golden pearl of splendor (RD, that totally lost all it's crediblity right now ). My point is, we're all just so blinded by this great new engine, that we lost some of our ability to critisise maps. This map it's made really solid, and the author surely knows all his tricks and used this engine quite well, but because most of us haven't made a kickass map with this engine yet, because most of us don't know all the tricks yet, and because our standard is a bit low right now, that doesn't mean that a map that stands out, is good. Again, no offense, but i just think the critisism was not fair. The maps theme IS unimaginitive, the theme is too close to Half-Life 2 and i think we should all use Mike's map as an example, go and try to do something new, explore the engine and it's possibilities. ESPECIALLY if your map is not for the contest (because then i can see why someone would stick with the HL2 theme) a mapper should try to come up with something interesting, not just something ok looking. It's strange, to me, to see that a map with trains would be trashed in HL1 as a de_train clone, but now receives praise. That's it. Decent map, but nothing special. Skip the train theme and go make something interesting, push the bounds. I'm sure that in a year or so everybody will say the same.

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • DaanO
    • January 14, 2005 at 12:13 AM

    Nice map Mike. Actually, i think it's the first nice map i've seen, the rest of the maps i have seen (with maybe an exception for ferret's map and the ravenholm-like map - name? ) are just ok, nothing special, uninteresting, just built for a great engine. Anyway, good map, the best thing about this map is how you used the content from the game. You turned it into something that just isn't anything like HL2, with HL2's content, which is brilliant. In my opinion the sharp rocks in front do fit the map pretty ok, and i can see how the electrical style combines with the fairytale stuff. But i would keep it to 2 themes, make the insides futuristic (and not office enviroment like, as said before). Anyway, good luck in the contest.

  • DE_Ritual2

    • DaanO
    • January 13, 2005 at 8:37 PM

    as if hl1 is less cool now hl2 came out pfff

    /pets The Specialists, Natural Selection and minless CS

  • ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?

    • DaanO
    • January 11, 2005 at 4:04 PM

    DD:

    "To create a floating dust mote effect, make a func_dustmotes brush entity. The space in the entity will be filled with small floating dust motes. Very effective where you are simulating sunlight shining in a window for example."

  • dm_Island17. Playtesters requested.

    • DaanO
    • January 11, 2005 at 3:35 PM

    hey nick, i told you it was the lighthouse . looks really nice, except the lighthouse should have a more elegant shape, and better texturing.

  • Hello all

    • DaanO
    • January 11, 2005 at 3:33 PM

    hey man

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