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  3. Pingu_swe

Posts by Pingu_swe

  • [UT3] DM-Acquisition

    • Pingu_swe
    • May 30, 2008 at 10:32 PM

    Looks great. Though judging from the screenshots I think the map needs more contrast. Something to break up the yellow-brown look.

  • WIP in WIP, post your level screenshots!

    • Pingu_swe
    • November 18, 2007 at 5:12 PM
    Quote from Grippy0

    New atmosphere ![Blocked Image: http://pix.nofrag.com/1/7/f/b688efb454edbc11f3a4b865378d1tt.jpg]

    [Blocked Image: http://pix.nofrag.com/6/6/e/67524186cad241bb73d5ebd516c9ftt.jpg]

    The light is cast on the wall below the actual lamp.

  • Crayon Physics Deluxe

    • Pingu_swe
    • November 15, 2007 at 11:03 AM

  • HL2 sdk update tomorrow morning

    • Pingu_swe
    • November 12, 2007 at 11:50 PM
    Quote from Gorion

    qft

    rly stupid model browser crashing everytime

    There is a way to go around it:

    1.On the Main Menu Bar go to Tools>Options

    2.Click the "General" Tab

    3.Uncheck "Use VGUI Model Browser"

  • What old games are you playing?

    • Pingu_swe
    • November 12, 2007 at 11:39 PM

    Total Annihilation - Best RTS ever

  • De_Forest Released!!

    • Pingu_swe
    • October 18, 2007 at 2:08 PM
    Quote from Rick_D

    and then you can walk through trees

    or you have to manually place clip brushes on every tree

    totally voiding the point of of making a collision model

    You can already do that with those models. The error message says there is no collision model for the model. So changing the setting for those models would just remove the error messages.

  • De_Forest Released!!

    • Pingu_swe
    • October 11, 2007 at 11:52 AM
    Code
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    [...]

    You can remove those error messages by simply changing the collissions to Not Solid.

  • ctf_stronghold (beta)

    • Pingu_swe
    • October 7, 2007 at 4:45 PM

    I really like the outside, very nice. But I am not impressed by the indoor.

  • ins_baghdad

    • Pingu_swe
    • September 21, 2007 at 10:51 PM

    This is actually one of the maps I have played for INS. The detail is excellent, aswell as the map! Love it.

  • New pictures of starcraft motherfucking two

    • Pingu_swe
    • August 9, 2007 at 10:49 PM

    I like it, except the marines, zerglings and zealots. All core units don´t look like I think they should.

    Marine - The white thing at the gun annoys me and they sheild is a nono. They should look like the artwork.

    Zergling - Look like something between a wasp and grasshopper. I want something more like the creeps in starship troopers.

    Zealot - They look so zilly instead of the powerfull look they should have.

  • Cs_occupation

    • Pingu_swe
    • May 4, 2007 at 10:57 PM

    ====================================================

    Title: cs_occupation

    Spawnpoints: 64

    Map Type: Hostage Rescue

    File size: 38.8 MB

    Pakrat: Yes

    Author: Emil Fridell

    Alias: Pingu

    ====================================================

    Finally after 2 months I release cs_occupation. I have listened to the most important feedback since the beta2 and fixed them. I hope this is a map which can be enjoyable for most people.

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation1.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation2.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation4.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation5.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation7.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…occupation8.jpg]

    Map: http://%7boption%7d

    Includes all custom textures, a custom radar and nav file.

    More screenshots can be found here: http://%7boption%7d

  • Cs_occupation Beta2

    • Pingu_swe
    • April 27, 2007 at 6:22 PM

    I think I have a quite realistic mapping technique which make my map look ordinary. My goal was to make a fun map not the most original, that´s why I spend over 1 month mostly only working with the layout. Gameplay > Visual

  • Cs_occupation Beta2

    • Pingu_swe
    • April 23, 2007 at 6:06 PM
    Quote from Evert

    Looks pretty good really, the lights from the windows in the second screen looks weird with only round shapes.Also the area visible through the windows on the last screen looks bad, otherwise it looks solid.

    The lightmap on the floor is now increased.

    Quote from hessi

    the ambient color of your skylight is too blue/saturated. reduce the saturation like 70% make it a soft/decent blue. atm its much too strong

    the rest looks pretty solid, but lacks of originality

    I changed the skylight for a more soft look. You are also right about the orginality and I honestly don´t know how to deal with it .

    Quote from Mkz

    shouldn't those pillars be a bit bigger in the first shot?also the first shot lacks detail. but its a wip so i dont care.

    The first shot shows the T-spawn and hostage. Since I got 32 spawns there my possibilities are limited. But I still think I need to add more details, I just don´t know what. Any ideas?

  • Cs_occupation Beta2

    • Pingu_swe
    • April 23, 2007 at 2:03 PM

    I began creating this map almost 2 months ago. The first month a just worked with the layout trying to create an enjoyable map. After beta1 I started to work on the visual and now I have finished beta2. I still have work left to do (i.e. radar overview) until I can release.

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2a.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2b.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2c.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2d.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2e.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/bild…tion_beta2f.jpg]

    http://%7boption%7d

  • How to Craft a Great Multiplayer Experience

    • Pingu_swe
    • April 14, 2007 at 6:53 PM
    Quote

    When the tides of war turn, players must always remember the maxim, “the best offense is a good defense.”

    Isn´t it the other way around? The best defense is a good offense.” Atleast that is what you say in Sweden. Anyway good read.

  • Dm_tech (wip)

    • Pingu_swe
    • April 12, 2007 at 5:17 PM

    The lamps on the floor are white while the light coming from them is yellow. I would use a yellow sprite to make it look better. Nonetheless were nice map.

  • Crysis editor

    • Pingu_swe
    • March 9, 2007 at 6:48 PM

    Me wants... a better computer

  • DE_Museum coming to Source!

    • Pingu_swe
    • March 2, 2007 at 8:11 PM

    Very nice indeed!

  • de_streetwalk

    • Pingu_swe
    • December 16, 2006 at 10:43 AM

    I had a hard time keeping it detailed without decreasing fps. The open streets make it hard to optimize. But you are right, I probably could have added more details in some areas.

    The most important though isnt the visual, it is the gameplay. I hope de_streetwalk will be fun to play. Atleast I enjoyed playing it, even with bots.

  • de_streetwalk

    • Pingu_swe
    • December 15, 2006 at 2:22 PM

    De_streetwalk

    Max players: 64

    My new creation began first as a small scene and ended as a complete defuse map. First I just wanted to make a small scene to have in a future portfolio, but I got some wishes to make a "real" map. It triggered me to start think about what I could do with my scene. After some work on a layout I decided to create a defuse map. Now, 2 months later, the map is finished.

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    De_streetwalk.rar

    Enjoy!

    ______

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