Very nice doggie photos but I am disappoint at your lack of laser portraits. http://%7boption%7d
Posts by Singedrac
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I didn't know watah very well either but I used to talk with him on IRC all the time. It's a shame.

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Quote from Darth_brush
http://halflife2.filefront.com/screenshots/File/47109/5i cant promise, but im trying to do it better...2...3...4..
It needs guns. Lots of guns.
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Quote from Pericolos0
whoa, scrolling through those screens I have to say I have no idea whats going on there, I have to try this out.
Ye be warned, you'll need cheats. Unlike the last coop map I did it's basically impossible for one player. The first area, moving up from the bottom floor of the silo requires turning those momentary_rot_button valves and there's assloads of headcrabs so unless you're uber leet you need one guy to hold off the headcrabs while the other guy turns the wheel (wanted it to be kind of like Decay in this respect). And even with uber leet skills when you get to the point of the map where you activate the launch sequence there's two such buttons that need to be activated simultaneously, just like a real Titan 2 missile.

When I was making it it was obvious where to put the primary console but the secondary I'd have no idea where to place if it weren't for the serendipitous find of a rather enthusiastic guy explaining to me how to launch the missile.
http://%7Boption%7DAlso, for comparison with the first screenshot the real thing can be seen hereExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.http://%7Boption%7D[Blocked Image: http://www.titan-ii.com/files/ttitan_ii_launch.jpg]
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Quote from Spellbinder
Well i suck at critics since i´m no mapper so all i have to say is wow, i like it and want to play it! And maybe a dl link?
whups http://%7boption%7d
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Okay never pimped a map here before but I doubt I'll be doing many more huge complicated maps for Source (takes too long!) so I might as well pimp this one. Been working on it about 4 months. It's my second cooperative map for hl2dm and a replica (with some liberties taken for gameplay and asthetics) of a Titan 2 missile silo. It's named after a Juno Reactor song that's played at the end during the strider fight. Phillip K textures ahoy!
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Tautological placenames kick ass. Pick a random language (not english) and find out what they use for "city" and name your city that.
There is a hill in England called Torpenhow Hill where Tor, Pen, and How, are all the words for "hill" in the languages of various previous waves of settlers. So it translates to "Hillhillhill Hill". Do something like that!

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i luv u palm tree
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*steal*
Oh man I am so going to go nuts with these. I'm up to like source map number fourteen and the two or three only textures in the entire game that aren't urban decay are getting pretty tired.
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This is a fantastic looking map, especially with the custom models and textures (very rare among hl2dm maps).
However from a gameplay standpoint... there's an abundance of "pretty" hl2dm maps that don't get much play cause they don't add anything new to the deathmatch experience. They're just a collection of fantastically attractive rooms with weapons and health that you run patterns in without anything more, even something as simple as a moving platform or door. Have you put any traps in? Anything at all that requires buttons? (levers in this case, what with the medieval theme) How about a handful of gravgun-held swords, just for fun? Torture chamber? I saw a guy make a pretty convincing mace with the hurty-part connected with a physics constraint. Maybe make an explosive wooden barrels filled with gunpowder model?
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Quote from Skjalg
I just can't seem to figure out why I get this problem, you can clearly see the difference between the 3d skybox and the map :/(I have a fog set in the 3d skybox, but not in the map. I tried it with a fog in just the map and that didnt work, then with fog in both and that didnt work either. And yes, fog is set to blend.)
Anyone else get this?
I think this is because the water and skybox-water are using different cubemaps. You can force cubemaps to apply to specific faces so try doing that.

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There's another autist artist who's been making similar drawings for some time now of a huge imaginary city he's been designing in his head all his life.