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  3. Quakis

Posts by Quakis

  • (Media Studies) Does television affect children's behavior?

    • Quakis
    • November 8, 2007 at 5:05 PM
    Quote

    Of course it does, it's kind of a dumb question but here we go.

    I'm just following the assignment, don't look at me.

    Quote

    If I recall correctly you posted some pics of yourself wearing some anime outfit so yeah, TV DOES affect people's behavior

    I don't recall such a thing. You must be mistaking me with someone else. D=

  • (Media Studies) Does television affect children's behavior?

    • Quakis
    • November 8, 2007 at 4:04 PM

    I have an exam in January based on this question for media studies, and we need secondary and primary research sources to get into the high grades. This is why the topic was created since it would be nice to gather people's opinions on this subject for primary research.

    Take note that the question isn't limited to violent behavior, so if you have anything to discuss from the question, the please post! If you don't have anything useful to say though, don't bother posting please.

    Does television affect children's behavior?

  • School shooting, now hitting europe (and games are involved)

    • Quakis
    • November 7, 2007 at 8:38 PM
    Quote from Sentura

    as much as everyone likes to blame everyone else, my personal opinion is that the world today is a very hateful place, what with the different governments acting hostile towards people and are for the creation of wars (see: right wing parties). without going too much into politics ill suffice to say that reign of these things (whom nobody suspects) pushes people to the edge even more. seeing that there's nothing to live for only presses on urges to die.

    Your personal opinion is also rather very much like my own personal opinion, as I see it. But I won't go into that. As for the school shooting, I don't really much of an opinion on it, since there's just been too many these days. To be fairly honest, I'd gladly take a bullet if I can take them down with me in the process if it ever happened around here.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • November 7, 2007 at 6:27 PM

    I really love the sky, really sets the mood. I think there should be some brighter street lamps about, and possibly some of those neon/bright signs you get around garages too.

  • Half Life 1&2 in 60 seconds

    • Quakis
    • November 6, 2007 at 6:18 PM

    Hilarious.

  • Half-Life: Afraid Of Monsters - Director's Cut

    • Quakis
    • November 4, 2007 at 8:50 AM

    When I played and review the original (here) the mod had a lot of potential but lacked quite some things and had some faults. I'll have to check this one out later, but it looks like the annoying type of dark-maps will be here once again judging from shots. If it has the atmosphere of the original then it should be worth it.

  • PC Gears of War Map Editor Revealed

    • Quakis
    • November 2, 2007 at 9:44 PM
    Quote from Furyo

    With that said, Hammer 5 (if the current one is still 4) should give us lighting preview. Seen it before, and it's a giant step for Source mankind.

    If this is true, then I'll become more active in the Source modding scene since this will be awesome to have. I loved it when working in UnrealEd and D3Radiant, Source seriously needs it - I could finally get the perfect lighting without having to compile every 10 seconds.

  • THIS IS SICK! 3DRipperDX

    • Quakis
    • November 2, 2007 at 4:22 PM
    Quote from fonfa

    But isn't it prerendered?

    Not the gamecube version as far as I'm aware. I remember a video that took you on a "tour" of the mansion in first person and it was all 3D. Only the first three games used pre-rendered shots if I remember right.

  • THIS IS SICK! 3DRipperDX

    • Quakis
    • November 2, 2007 at 7:13 AM

    Does this thing work with console games too? That's be great to see the gamecube RE's mansion in full 3D.

  • The random model thread!

    • Quakis
    • November 1, 2007 at 11:41 PM

    This is my first decent character model, it'll be an enemy creature in my Duke3D project but I'll be using the model as a base to make the sprites from (since it's an 8bit-only project) But I'll also be practising some animation with it as well, which ofcourse would also be handy for these sprites.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/character.jpg]

  • Post your desktop 2007!~

    • Quakis
    • October 29, 2007 at 4:39 PM

    changed... (image scaled down)

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/desktop_02.jpg]

  • Mapping for non fps/action games?

    • Quakis
    • October 26, 2007 at 10:41 PM

    Create a mod from scratch using Morrowind/Oblivion. I've been messing around with Morrowind recently, importing my own models and messing around with some scripting in it. Few nice possibilities about it actually (maybe with a few extra tools such as MorrowindScriptExtender) but I guess it's more effort if you start from scratch (considering what would need to be done) Just to note, even if you don't get far it can be quite fun working on it. Though sometimes the editor controls (3d window) can be horrible.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • October 26, 2007 at 12:43 AM

    Close, the Duke Nukem 1 engine.

  • DM_DryEarth

    • Quakis
    • October 24, 2007 at 6:52 PM

    I really like it, but shame that it's a dm map since I dont play dm - would have made a really nice singleplayer map if the gameplay had balanced/enjoyable enemy fights.

  • Nothing, Absolutely Nothing

    • Quakis
    • October 24, 2007 at 12:17 PM

    If you're not drinking enough water, then maybe doing so may refresh you mind a lot more. Does for me, as drinks such as coffee, tea or coke/pepsi do the opposite and make me feel lazy and down. I've noticed major differences when doing so, even when I've had the same problems as you have.

  • Lets talk about circumcision shall we?

    • Quakis
    • October 21, 2007 at 4:01 PM

    It's like all males care so much for there penis, while I couldn't give a single damn about mine.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • October 6, 2007 at 11:42 AM

    Orange lava and lighting could help contrast from the brown, but so could some blue to make some other areas feel "colder" which could look nice. And ofcourse an orange sky, or even mint-green (great colour) clouds. Either way I'll look forward to it, Quake is never too old for me.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • October 5, 2007 at 9:09 PM

    PogoP: That's pretty good stuff considering you're sticking to the original resources available, when compared to most released maps. The kitchen area especially as it makes use of the props better and the ceiling has some nice detail. Keep it up - there's just too much stuff for SP these days that are generic square rooms with 500 physic props placed in the middle.

    @seir: Pretty nice for Quake, is it an actual project you're going to keep at? Will it be a singleplayer map, because I'll be looking forward to it. Try to add some contrast from the brown though - orange works well.

  • Enemy Within - HL2 SP Mod.

    • Quakis
    • October 4, 2007 at 12:10 AM
    Quote from JonM

    You don't have to add in more detail. You can go for a minimalist look in certain areas, most modern architecture is like that, but you have to make it work visually, so it can be visually impressive and still be simple. From what I see it looks like you might be able to do that for certain areas.So it can be empty, but if you do it right, it won't seem empty. know what I mean?

    I had it in mind, but I forgot to mention something like that. haet u

    Quote

    Quakis: Thanks for writing crits down for each screenshot, although I'm kinda surprised my screenshots weren't received better. I'll definitely take your points into consideration.

    No problem. Good luck with it.

  • Enemy Within - HL2 SP Mod.

    • Quakis
    • October 3, 2007 at 8:47 PM

    First thing that came to mind is that it lacks depth in the locations, and rather dull in theme/location which can be improved by filling it up with suitable tweaks. I'd also like to note that the overall structure in most shots may be a little too simplistic at times for Source. From what you've done in the screens though, it's not too bad - my opinions/suggestions:

    Screen 1

    I'm not sure what this location is trying to represent, too empty I guess. Lighting also feels wrong considering the light sources. I think there is too few lights to make that area as bright, and I think the ceiling would be darker as well.

    Fill the the ceiling a little bit, make it slightly higher and add vents and pipe work at the top if it's some industrial type of location. Try to make this area quite dark, but visable and maybe a few red lights up there. I'm thinking along the lines to how the Nightwatch team did it. If this location is a storage area or warehouse type of location then adding large crates wouldn't be so much a problem here, so long as they're logically placed (not random angles) like a warehouse would. But again I can't seem to grasp the location type. There might also be a few too many vent shafts along the top - if that's the point, maybe "two per slope" would look less cluttered.

    Screen 2

    Structure feels a bit too "messy" - I think that's because of the blue base texture you're using, as well as how the wall concaves, though not too big of a problem. Some texture alignment could be worked on a bit. Those wooden panels at front suddenly end before the panel can even start to tile itself to the right, same to the left of the screen.

    Screen 3

    I like the sky, bring a deadly and bloody ambience to the level but the lighting and structure isn't doing it too great. The red lighting is a nice idea, however it feels too dulled, but that doesn't mean an intense red (which hurts my eyes) is needed either. If you look, tops of things have a deep red while sides of walls dull this colour out - I'm not sure if this can be balanced out, possible via the "ambient colour" in lighting options?

    Screen 4

    I'm liking the colour of lighting in here, doesn't feel sickly but it creates an interesting atmosphere. I'm assuming this is either an office or appartment area? Add some couches which tables that have lamps/magazines on them, signs on walls (room numbers if appartment? Locations if office?) I'd also suggest adding paintings to the walls. I'm not too sure about the placement/usage of the lights - it works but I also feel it doesn't. Maybe some ceiling square lights would be more suited here, then some small wall lights.

    Screen 5

    I don't really like this screen too much, if at all. It doesn't feel like anything or just rather generic. From the screenshot I can see two visable light sources, where the top is enclose while the room is well lit - might need too more closer to the left side. What is this location? Sewer located? Industrial building located? Underground? Grates, shafts, large pipes, generators or something to fill it up or make it at least a little more interesting to be in.

    Screen 6

    Major problem is the emptiness here and the fact I can't tell what this area is. Looks like something expected in some gallery / upper sewer levels or prison. If either (or elsewise) needs more structure and detail to fit those themes. Can't reccommend much here unfortunetly.

    Screen 7

    Generally okay area. Major grips is the texturing since it feels like you're using too many "base' textures. Find some textures with a bit of trim and detail which you can use on the platform block side behind the cars. U also think the blue-ish/white light could stand out a bit more but adding another closer to the steps. Stairs also need supports and railings (it's a carpark afterall)

    Screen 8

    No problems, except the terrain texture feels dull (maybe just the lighting)

    Screen 9

    Obviously an unfinished area, so my only suggestion here is to get rid of those bars that cross between buildings - quite illogical in my opinion since these are two seperate buildings, if one was replaces/knocked down for example... - and have streetlights/tall street lamps here instead.

    Screen 10 & 12

    Looks fine, nice ambience here. Make sure you add some great background/ambient sounds of slight wind, crows in the distance and maybe some cricket sounds?

    Screen 11

    Feels rather busy this time with the textures and it's the pipe the seems to cause this feeling. Also add some floor grates to fill up some space in the floor with pipe work / vents / cables running underneath.

    Screen 13

    Again, I love the red sky and it feels a lot better here. This location kind of reminds me of Unreal, or some mod for it I've played. The empty space works, but maybe add some more dead trees about, possibly some terrain different as well where it looks flat.

    Screen 14

    Don't like this one at all. Feels too busy, and the structure looks flat. Needs more defined architecture and depth - similar to the Citedal in HL2 had a unique structure and design, this facility could as well. Take some points from screen 1 and 11 that could help.

    Screen 15

    Brick texture choices doesn't feel right here, and overused when looking back to screenshot 1. Think the pillars might be a bit too much on the large side, make the thinner perhaps. Don't know what to suggest but this area doesn't feel right.

    Screen 16

    Empty space works well here actually, spotlight also adds a nice feel but it should actually add a bright spot on the floor. Since this is a horror themed mod, maybe a dead body with some blood around it can be the "focus" of the spotlight.

    This is a good screen how you could go about the industrial location exteriors, and other tweaks to structure/texturing;

    http://%7boption%7d

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