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Posts by atrocity

  • W.I.P. Critique

    • atrocity
    • November 1, 2006 at 5:23 AM

    I came here looking for some good critique on thigns I am working on and things I have completed. if you got a moment look these over and post some comments. Thanks in advanced for the feedback.

    bms_crossfire: This is the first level I started to work on for Black Mesa Source. I have many redone versions of this level but this is where it is currently at. I have done a little bit of retexturing to make things look a better, but other than that not much has changed.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/bm_crossfire/full/crossfire_01.jpg]

    gg_autumn: Autumn is a level I had thought up and concepted right after finishing Factory. The level only took about 2-5 days to complete. The level is a set of 4 bunkers in the woods during autumn. It's specifically setup for the Gun Game style of gameplay for Counter Strike Source.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_autumn/full/gg_autumn01.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_autumn/full/gg_autumn02.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_autumn/full/gg_autumn03.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_autumn/full/gg_autumn04.jpg]

    gg_factory: Factory was a level orginally designed to playtest some unique game play items I was working on. I got hooked on playing the Gun Game server mod for Counter Strike Source and decided to convert it over. The level was based off of a power plant in Philly, and was modified to work with the unique gameplay the Gun Game offers. Total construction time was around 2 weeks, and then it was play tested and sent out to the public.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_factory/full/gg_factory01.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_factory/full/gg_factory02.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_factory/full/gg_factory03.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/gg_factory/full/gg_factory04.jpg]

    dm_rust: Rust was my final level for the Half-Life 2 Capture The Flag project. The level was used to introduce players to the new game play mode, Domination. The Level was designed off of the canal area from Half-Life 2 and pushed to have an extremely opened and frantic style of game play . The Domination mode was set so the teams would have to fight for the one flag in the center of the level and then hold it for as long as they could. The problem rested in the fact that you were safe no where and always had someone behind you.... Which isn't a bad thing.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/dom_rust/full/dom_rust01.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/dom_rust/full/dom_rust02.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/dom_rust/full/dom_rust03.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/dom_rust/full/dom_rust04.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/dom_rust/full/dom_rust05.jpg]

    Environments/Models: These final picture are High Poly models. One is an environment I started to do in 3DMax, the other is a low poly model with a normal mapped applied. I am also looking for thoughts on these too.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/models/full/model_factory.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/levels/models/full/model_transformer.jpg]

    Thanks again.

  • Raven openings

    • atrocity
    • November 1, 2006 at 4:59 AM

    I applied today for that position. I don't know if you guys have any say but if you would like to see my work, or even send me a critique here is my stuff.

    By the way I have worked/talked with both of you before glad to see you guys got a job You both clearly deserve it.

    Edit: I don't know why I posted that in here.

  • CS Source: de_tropea

    • atrocity
    • March 15, 2006 at 8:54 PM

    Excellent lookign level, the things I would adress are the few present consistancy issues. You have some nice architecture and some excellent level work, but the trashcans look a little out of place, and the crate on the street is kind of odd, doesn;t seem to serve any direct purpose.

    Some other things though very minor but kind of weird you have trees with nice green leaves but the the ground has orange ones laying all around. I know that may not be something you can directly fix but I think militia's trees might have reddish orangish leaves?

    The lamp at the top of the small hallway is upside down, that looks pretty odd also.

    keep up the great work.

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