Looks like the beginning of some bizarre pr0n movie?
Posts by Kabelen
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Thanks Skjalg, RA7 and quakis!
About the blue lights in the hallway..consider them removed because I think they look really bad too.. Just to find something else to replace them with.
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More WIPs from me:
[Blocked Image: http://img95.imageshack.us/img95/9748/dmteleport4ng2.jpg]
[Blocked Image: http://img262.imageshack.us/img262/1654/dmteleport5re1.jpg]
[Blocked Image: http://img95.imageshack.us/img95/4835/dmteleport6eo2.jpg]
[Blocked Image: http://img74.imageshack.us/img74/7633/dmteleport7ip3.jpg]
Plus an exclusive shot of my contest banner prefab!:
[Blocked Image: http://img408.imageshack.us/img408/1638/contestad1tm4.jpg]
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My latest room almost finished, just needs some more light on the contest ad!:
[Blocked Image: http://img58.imageshack.us/img58/4470/dmcorecomp18xl.jpg]
[Blocked Image: http://img262.imageshack.us/img262/4645/dmcorecomp29pp.jpg]
[Blocked Image: http://img262.imageshack.us/img262/2149/dmcorecomp35mw.jpg]
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[Blocked Image: http://img216.imageshack.us/img216/1305/dmyellow2es5.jpg]
Still WIP but I wanted to post it

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I've got school, job, three bands and this. So I wouldn't really mind if the deadline was extended.
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[Blocked Image: http://img240.imageshack.us/img240/4223/dmtest1tq8.jpg]
Last hour went for this. Floor texture has changed. More to come sometime later!

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Wow, this looks awesome! I love the atmosphere in there and how the roads "twist" their way forward. Really cool, keep it up!
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Can't say anything other than that this looks really sexy! But there are still things that can make it better. I dunno what really, but the other guys' posts should give you a clue! Keep up the brilliance!
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Trying to start out something for NS2 for when it arrives in a long time etc..
Using PhilKs quake4-ish textures for source. Still WIP and the lighting is not what I want it to be..(any ideas and tips on how to adjust them correctly?)
[Blocked Image: http://www.home.no/kab3l1/screenshots/ns2test/ns2test1.jpg]
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Come to #collabsp @ gamesurge. Talk to me or twiz if we're around. Should get some info then!
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Me and twiz are working alone atm..we have most things planned..only details of the "storyline" that need to be added, as well as some "logic explanations" for a few things...not that these explanations will ever be explained anyways

But we are working, and are aiming for one hour of gameplay..that's with only the two of us..so if more people come into the picture, it will probably be expanded, depending on a few things that we don't know yet

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[Blocked Image: http://img219.imageshack.us/img219/876/sewerparticlesbj2.jpg]
Just a little something

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Looks good mouse..it needs more though, I don't know what..but something. The area I like the most is the hive shot.
I'm guessing mouse will enjoy source when NS:Source is around!
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Too bad only me and twiz has started this project on our own then...since all you other people were kinda slow on joining and such..but more people are always welcome!
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Quote from Kabelen
Valve Hammer Editor 3.4.. Still is VHE, but now version 3.5 and 4.0(source).
Actually I messed around with the Red Alert editor a bit a few years before that, that was when I kinda got interest in designing stuff in general. After some years when I got Max Payne, I opened "MAXED" which is unrealed anyways, and fooled around in it, but couldn't quite get it, so I gave up. Then I met st0lve on the internet, probably trough cs or something, and he had made this aim map, and I asked how.. then VHE came into the picture.
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Nah I'd go with 16 units wide..keep in mind that there are supports inside wall that need to be able to take a little weight..
Map looks good I think, but the textures are a bit ugly tbh. Too photorealistic as people have said before. Other than that, superb!
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Thanks for actually saying that you ca do it! But the thing is..I built an electronical one with more details with brushes, and did the wire with move_rope and such, so it's not needed anymore. Thanks anyways!
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Valve Hammer Editor 3.4.. Still is VHE, but now version 3.5 and 4.0(source).
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Wow nice work with the vertexes. Too bad it's hl1/cs or something though, but of course, that makes it even better to have done all that without the displacement function for source!