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Posts by Raminator

  • ts_constryard - The Specialists

    • Raminator
    • June 27, 2007 at 1:18 AM

    Very nice, it reminds me of one of STALKER's MP levels.

  • WIP in WIP, post your level screenshots!

    • Raminator
    • June 27, 2007 at 1:00 AM
    Quote from the0rthopaedicsurgeon

    i've been working on my L4D map again, adding some more tunnels inspired by my recent urbex trips and testing some colour correction settings. i've also tested the map with my 8800gts for the first time which means these screens have got the 8 series fog bug, but i can't get rid of it without losing the colour correction.

    Impressive stuff as always, mate.

  • Operation Black Mesa is looking for talented individuals.

    • Raminator
    • June 27, 2007 at 12:54 AM
    Quote from Section_Ei8ht

    BMS would have been finished by now if some of its members could stop tripping over their own egos.

    [Blocked Image: http://hl2world.com/bbs/images/smiles/zing.gif]

  • dm_megawatt

    • Raminator
    • April 19, 2007 at 10:59 AM

    Enable HDR.

    In an effort to cut a ~30 MB .bsp to 20 MB, I compiled without LDR lightmaps, which, at the time, I figured were unnecessary anyway since my graphics card seems to be able to interpolate LDR values from the HDR lightmap data. Since none of the 30 or so playtesters reported a problem, I assumed everyone else could too - obviously that's not the case.

    Enabling HDR in your graphics options dialogue box should clear it up, but if your hardware doesn't support it, you're out of luck.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • Raminator
    • April 8, 2007 at 3:24 AM

    Sounds interesting.

  • dm_megawatt

    • Raminator
    • April 8, 2007 at 3:21 AM
    Quote from e-freak

    some of the tile walls could use more contrast in shape (break them up horizontally) and contrast in color - given though decals for example.

    I've got to agree. The problem is that the brown bricks don't lend themselves to Valve's decal set too well - the walls do have various stains and markings, but they're hard to see since they're brown on brown.

    Quote

    the setting is pretty much overused.

    haha definitelyThere's only so much you can do with the standard HL2 art assets, unfortunately. They're not quite as universal as HL1's were.

    Quote from Psycho

    Looks like "bitches know about your lightmaps" eh!

    About damn time.

  • dm_megawatt

    • Raminator
    • April 7, 2007 at 11:40 AM

    Thanks for the kind words, guys. I hope you have as much fun playing it as I did building it.

    Quote from JamesL

    Are you the same Raminator who is mod at HL2 world?

    Yep, the one and only.

  • dm_megawatt

    • Raminator
    • April 7, 2007 at 4:40 AM

    Screenshots:

    [email protected]
    - MSN: [email protected]
    - URL: [/list]http://raminator.netKnown bugs/issues:

    • - None at time of release.

    Thanks to:

    • -

    OnboardError for help with hosting and bug trapping.
    - The Black Mesa developer team for playtesting.

  • dod_dijon final release

    • Raminator
    • February 19, 2006 at 11:41 PM
    Quote from Campaignjunkie

    Technically the brushwork and everything is fine, but when it's all together it lacks something I can't put my finger on. It lacks... harmony? It's like taking random parts from all the DoD levels and putting them into one map - while each part is well constructed on a technical level, the sum of the parts looks very awkward.I know that crit is really abstract and vague, so you should probably ignore it. I just had to get it out there.

    I know exactly how you feel, I was thinking the same thing. Don't get me wrong Furyo, it's sensational work, but there's something about it that just doesn't sit right.Oh, and you really should have disabled the shadows on those stone trim props on the corners. :wink:

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