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  3. SnipaMasta

Posts by SnipaMasta

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • February 2, 2007 at 7:06 PM

    But if a rock was there for ages grass etc. would grow slightly over it, not a jagged line like that.

  • The random model thread!

    • SnipaMasta
    • February 1, 2007 at 6:04 PM

    [Blocked Image: http://img169.imageshack.us/img169/8743/airpurificationjf0.jpg]

    Texture

    Random Sci-Fi prop, near enough 500 polys.

  • Hour of Victory Announced!

    • SnipaMasta
    • January 28, 2007 at 2:39 AM
    Quote from kleinluka

    Congrattttttttts =)but why is every WW2 game named after the same schema?

    Day of Defeat

    Hour of Victory

    Medal of Honour

    Men of Valor

    Call of Duty

    only BiA didnt follow the "something" "something" routine...

    Display More

    You're asking developers making WW2 games to try something different?

  • latin american shanty

    • SnipaMasta
    • January 27, 2007 at 8:05 PM

    I'm very impressed you managed to fit all that onto a 1024, fantastic work.

  • The random model thread!

    • SnipaMasta
    • January 27, 2007 at 8:02 PM

    I like it, it looks like convincing frosted glass.

  • PS3 Release in Europe.

    • SnipaMasta
    • January 26, 2007 at 11:44 AM
    Quote from Quakis

    I guess I'm bored of new games, unless more than ten spark my interest for a certain console, I won't be buying any of the next generation consoles. Oh but it seems "graphics soon won't get any more realistic!" - yeah, until we get realistic animation, physics, lip sync, unrepeatitive texture and everything else that can still obviously improve, it'll be a while until the main focus is on gameplay again rather than money... I mean graphics... Oh I'm glad I got that off my chest.

    I share the exact same view. Although the concept of "gameplay over graphics" has probably been lost (or it's on the brink) - considering how much is costs to make a game innovation isn't encouraged by publishers (thanks, EA). Thankfully some games are still trying it, but Next Generation to me basically means more graphics and less gameplay (in the non-literal sense).

  • totally random texture thread

    • SnipaMasta
    • January 26, 2007 at 7:44 AM

    Yeah, that looks much better

  • The Crossing from Arkane and Valve

    • SnipaMasta
    • January 25, 2007 at 7:39 PM
    Quote from Polaris

    Co-op doesnt involve taking on player controlled enemies Snipa

    True - although I don't think that warrants such a big fuss. A recently released (well, beta) Deus Ex mod has beat them to the concept though, if I understand it correctly (other players on the server control NPC's (well, characters that were non player) while one player controls JC Denton).

  • totally random texture thread

    • SnipaMasta
    • January 25, 2007 at 4:03 PM

    The torn plaster on the right of the second texture would make that tile pretty horribly.

  • The Crossing from Arkane and Valve

    • SnipaMasta
    • January 24, 2007 at 4:24 PM

    The announcer on it reminds me of Stephen Russell (the guy who voiced Garrat in the Thief series). Anyway, the trailer looks cool. Although the concept still seems to be co-operative play to me.

  • w0t's First map (alpha-)release: fy_ninja

    • SnipaMasta
    • January 22, 2007 at 4:58 PM
    Quote from killertomato

    its not that im trying to be elitist

    'if someone dares to post such a piece of crap on this forum i want to know if he's serious or just trying to be funny.'

    'do you really want mapcore to be a place where talent gets raped? '

    'these topics make me vomit'

    'there are other ways to start mapping without making other forums look bad.'

    'insult against talent and skill..'

    How anyone could regard that at elitism is beyond me.

  • w0t's First map (alpha-)release: fy_ninja

    • SnipaMasta
    • January 21, 2007 at 10:04 AM
    Quote from w0t

    Brushbug? Please define.

    Someone who barely uses any props, I'd assume - whose maps are basically brushwork.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • January 20, 2007 at 11:33 PM

    The wood planks stand out as being low resolution, the rest looks cool.

  • w0t's First map (alpha-)release: fy_ninja

    • SnipaMasta
    • January 19, 2007 at 10:30 PM
    Quote from hessi

    That's not good advice, considering fun maps are played FAR more than custom DE/CS maps.

    then make a good one that is worth to be played. though custom maps are more frequently played in DOD:S. maybe counter-strike hasnt the community that wants custom content.

    Oh, it does - just not custom DE/CS maps. People don't want to download huge maps to get what they could get from a default map (in terms of strategy etc.), they'd rather play small, easy to download maps like this or this than this.

  • Upcoming large Photo-quality texture set.

    • SnipaMasta
    • January 19, 2007 at 10:29 PM

    You should probably get a better camera for photo textures, they do seem rather blurry/low quality (due to the source images, not your own work).

  • w0t's First map (alpha-)release: fy_ninja

    • SnipaMasta
    • January 19, 2007 at 7:42 PM
    Quote from hessi

    start full de_ or cs_ or dod_ maps.

    That's not good advice, considering fun maps are played FAR more than custom DE/CS maps.

  • De_Hogsatra_2007

    • SnipaMasta
    • January 15, 2007 at 12:09 AM

    Before setting out to do a map like this you should consider your gametype - in particular, making a massive-scale DE map isn't that good because if a CT is the other side of the map when the bomb's planet (or he rushes to A when it's at B etc.) they have very little time to get to the other bombsite and defuse it - although that's actually impossible on this map.

    Now, bearing in mind I get a solid 100FPS on standard maps:

    [Blocked Image: http://img443.imageshack.us/img443/5377/hog1je1.jpg]

    Oh, and the purple textures don't look half as good as leaves would

    I think some of the materials you've used may be broken, too:

    [Blocked Image: http://img299.imageshack.us/img299/742/hog2tr3.jpg]

    There's also the problem of flow - there's a lot of small nooks and crannys in the map that serve no purpose (some of the small flights of steps in the side of the buildings that go up 2 floors and stop) or there's only one way in and out of (the area to the right of the CT spawn, for example).

    Anyway, it's quite an ambicious project so problems are expected, if you could try fix some stuff up (make some areas more meaningful and try to optimise it a bit more) - it would be cooler. Not sure what to do concerning the bomb targets though since that would require a whole redesign. It'd cause your computer hell but you could try and shorten the streets, perhaps.

  • The random model thread!

    • SnipaMasta
    • January 13, 2007 at 11:07 PM

    The pervert in me says that there's something wrong with this image.

    [Blocked Image: http://img120.imageshack.us/img120/672/pneumaticspikesabm8.jpg]

    Non-blurry image showing the actual model:

    [Blocked Image: http://img179.imageshack.us/img179/2882/pneumaticspikesjv4.jpg]

  • de_hogsatra_2007 project

    • SnipaMasta
    • January 11, 2007 at 8:58 PM
    Quote from Dodger

    but anyway.. is that okay?

    No.

  • ol_downfall (Off Limits map)

    • SnipaMasta
    • January 10, 2007 at 10:23 PM

    I agree with FMPONE on the lighting, I thought this was more night-like rather than morning. The colour of the sky compared to the quite dark buildings doesn't work too well in my opinion, and it could just be the resolution, but the skybox itself looks quite low-resolution (on the first shot there are a lot of dots on it).

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