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Posts by atrocity

  • Half-Life 2: Year Long Alarm

    • atrocity
    • November 20, 2018 at 5:52 AM

    Hey Everybody!

    This past Friday I released my Half-Life 2: Episode Two mod, Year Long Alarm, on Steam. This polished 30min-1hr Half-Life experience was originally created as a portfolio piece. The design of it was to create an experience that felt like it could fit right into the middle of one of the Half-Life 2 games/expansions. While I felt like I achieved my goal, and it helped me get a job at Respawn, the mod was never really pushed out into the world by me. (There's a story there.) Six years has passed since I finished it, and after playing Half-Life 2: Downfall I thought... maybe Year Long Alarm should be released on Steam. After spending some nights bug fixing, and wrestling with the Source Engine, it was finally time. That time just so happened to be Half-Life 2's Birthday. If you are looking to dive back into the Half-Life 2 universe, check it out and let me know what you think.

    Edit: It is also probably worth mentioning that I decided to pack the source files for the two levels into the mod as well.

    Half-Life 2: Year Long Alarm Steam Store Page

  • A CS:GO Editing Thread

    • atrocity
    • February 28, 2014 at 8:55 AM

    Awesome thank you!

  • A CS:GO Editing Thread

    • atrocity
    • February 27, 2014 at 8:04 AM
    Quote from Squad

    Haven't found it either, but since Arms Race is set up server-side, my guess is that it applies to Demolition too (with a func_bomb_target in the map off course).


    From VDC:

    Alright so I figured out how to get demolition mode running. The server must set game_type to 1 AND set game_mode to 1. I did some digging in the gamemodes.txt and figured it out.

  • A CS:GO Editing Thread

    • atrocity
    • February 19, 2014 at 7:56 PM

    So I am assuming we can run a server command when the map runs that sets this? Seems... dirty.

  • A CS:GO Editing Thread

    • atrocity
    • February 19, 2014 at 5:13 AM

    Does anyone know a resource that explains the required entities for a Demolition map? I wanted to make a small Demolition map but have no source files and haven't found any tutorials.

  • WIP in WIP, post your level screenshots!

    • atrocity
    • February 9, 2014 at 2:19 AM

    That is really cool Pampers. I think I might have missed your initial post discussing what this is. Small side project? Learning new things? Full game?

  • WIP in WIP, post your level screenshots!

    • atrocity
    • February 6, 2014 at 5:29 PM

    Thanks Kikette! When I get the Skybox back from Spence I am going to spend some time tweaking the ambient lighting so it's not too dark.


    Spherix: Like Spence said those are reskins. Spencer is actually working with me on this project. He is building the 3d skybox for the level and helping out with some detailing. I can certainly release all of the extra content when it's done.

  • WIP in WIP, post your level screenshots!

    • atrocity
    • February 5, 2014 at 4:17 PM

    Thanks guys. Yeah running around with bots in the interior it was indeed hard to see people. I have a 3d skybox that's coming in soon so I will start trying to tweak the ambient to soften things up.

  • WIP in WIP, post your level screenshots!

    • atrocity
    • February 5, 2014 at 11:38 AM

    Hey guys, it's been a long time since I have visited the forums but I figured I would dive back in again. I wanted to share some screenshots of a small Overgrown art project in source. It's purpose was to simply test what methods and tricks I would have to deploy to get some sort of overgrown look and feel into a CS:GO level. I had a few materials made for the trees and I made some blend maps for tiles and bricks, but other than that it's all standard stuff.


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_01.jpg]


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_02.jpg]


    [Blocked Image: http://www.aspaceman.com/wp-content/gallery/blog_1/overgrown_wip_03.jpg]

  • arena_goldtooth

    • atrocity
    • October 23, 2008 at 4:18 PM

    Thanks Shinobi hows things goin on your end? Been awhile.

    e-freak: I actually used the light settings valve used for badwater, I looked em up on their wiki.

    freak: That actually may be one of the larger complaints I got. I think it could use some props but with how tight the game space is I got worried about people running into the extra details.

  • arena_goldtooth

    • atrocity
    • October 21, 2008 at 12:28 AM

    Arena_Goldtooth:

    Here is an Arena level I made and tested with the guys from Gearbox. It took about 2-4 weeks to make with some pretty extensive testing.

    The level consist of 2 Spawns that have 3 exits each, and a center building that houses the Capture Point. Players will spawn and have the option to drop down and head straight for the action, go our the side door and on the ridge, or take a set of stairs and down the coal chute onto the roof. The center building is a 2 story building with a large roof that allows players to gain higher ground while being very exposed. The capture point will activate after 30 seconds into the round, and there is a medium health kit in the center building on the bottom floor. Hope you guys like it.

    Images:

    [Blocked Image: http://atrocity.vertexninjas.com/levels/arena_g…ldtooth0001.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/arena_g…ldtooth0002.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/arena_g…ldtooth0003.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/arena_g…ldtooth0004.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/arena_g…ldtooth0005.jpg]

    Download Links:

    http://www.onboarderror.com/downloads/a ... dtooth.zip

    http://www.fpsbanana.com/maps/download/69235

  • [TF2] CP_FASTLANE

    • atrocity
    • March 28, 2008 at 4:38 PM

    Level is looking excellent man. Love the lighting, and it seems you got great control over the TF2 theme. You going to have beta of this soon?

  • TF2: CP_REDSTONE

    • atrocity
    • March 28, 2008 at 4:27 PM

    Map is looking excellent, shame on you for using assets.... shame on you

    I kid, working at Red Storm we opened maps we had worked on and reused assets all of the time. It saves time, and your typical player will never notice.

    Keep up the good work.

  • MapCore Job Census

    • atrocity
    • March 17, 2008 at 2:38 PM

    Hey ladies, I have now teamed up with the Gearbox crew as a level designer

  • WIP in WIP, post your level screenshots!

    • atrocity
    • May 13, 2007 at 11:23 PM

    Method:

    No shit, that picture you posted for reference is the Carrie Furnace. I have been there many times and have taken all kinds of pictures Awesome industrial reference.

  • Pirates, Vikings & Knights II Released

    • atrocity
    • January 2, 2007 at 8:58 PM

    awesome I know a guy who did the long red bearded viking model

  • de_hogsatra_2007 project

    • atrocity
    • January 1, 2007 at 7:18 PM

    Sir the tubes are broken.......

  • Post your new years resolutions

    • atrocity
    • January 1, 2007 at 6:24 PM

    1: Kick some ass at Red Storm

    2: Get my girlfriend to move down to NC with me

    3: Finish Black Mesa

    4: Finish my Game Design Doc for the game I have been writing.

  • Insurgency Recruitment

    • atrocity
    • January 1, 2007 at 5:55 PM

    I can model props and unwrap, I'm still learning good ways to texture models. I can do normal maps, spec maps, I'm just week on making the diffuse. If you are looking for some props to be made I could more than likly help ya out.

  • Happy 2007!!!

    • atrocity
    • January 1, 2007 at 1:16 AM

    Happy new years to you guys. Lets make it a good one....... I mean we can do that can't we?

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