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  3. SnipaMasta

Posts by SnipaMasta

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • October 20, 2006 at 5:16 PM

    I'm guessing that's how you did the bricks on dirt in Corse? My only gripe with that is that the bricks look like they're floating rather than "in" the grass. Looks like it works very well with snow though.

  • The random model thread!

    • SnipaMasta
    • October 18, 2006 at 11:54 PM

    Flip the UV's on every other window to get some variation there, at least.

  • CTF-Kernel

    • SnipaMasta
    • October 15, 2006 at 10:57 AM

    I love Unreal lighting. It looks so awesome. I'd test it out ingame, but I don't have UT2004. Graphics-wise though, it looks fantastic.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • October 11, 2006 at 9:23 PM

    I think that more detail could help - a lot of things such as fences are just blocks with wood textures which looks very 2004-like.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • October 11, 2006 at 7:43 PM
    Quote from PhilipK

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    I wish they'd give it up with that series. How many are they going to make?

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • October 11, 2006 at 3:56 PM
    Quote from Sa74n

    jeez dis, mobilephones can handle far more than that already

    I'm not so sure about that, but handheld games consoles can. You can get Duke Nukem to run on a GP2X (and probably the PSP, but I don't know).

  • A WIP.. and a hello

    • SnipaMasta
    • October 9, 2006 at 3:58 PM

    Another thing would be shadows. There'd be no character/object shadows. They should really work that into the Source engine (as in, static props accepting shadows).

  • The random model thread!

    • SnipaMasta
    • October 9, 2006 at 12:33 AM

    Looks very cool, although the small wall next to the foor looks too thick (and that archway is massive).

  • The random model thread!

    • SnipaMasta
    • October 5, 2006 at 3:55 PM

    It can save UV space.

  • totally random texture thread

    • SnipaMasta
    • October 3, 2006 at 3:56 PM

    They are still used in games, it's hardly efficient to have a huge street with individually modelled windows

  • A WIP.. and a hello

    • SnipaMasta
    • September 22, 2006 at 6:18 PM
    Quote from hessi

    is this environment ment to be a run in a game engine or do you just play around with maya?your website is neat. lots of content and information. be welcome at mapcore

    Looks more like 3d Studio Max than Maya

  • CS Source: de_tropea

    • SnipaMasta
    • September 21, 2006 at 9:46 PM

    I'd say leave them as they are, I think that too much could ruin it. Or if you are going to increase it, only do it slightly.

  • de_hogsatra_2007 project

    • SnipaMasta
    • September 14, 2006 at 10:10 PM

    The gemoetry looks brilliant, but the lighting lets it down. It's very bland and monotone, alter the pitch so that one of the sides casts a shadow or something to break the lighting up.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • SnipaMasta
    • September 10, 2006 at 11:44 AM

    When you jump/fall off the edge, you can clearly see the bottom of the level which is a bit of a problem. Not sure how you could fix that, except perhaps fog covering the player's view when they fall down there.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • September 7, 2006 at 5:47 PM
    Quote from Meotwister

    I'm not sure its a map par se, but a container to show off a new set of foliage props/textures. or maybe not idk.

    Well, I'm aware of that - I meant whether it was in the HL1 engine or Hl2.

  • The random model thread!

    • SnipaMasta
    • September 5, 2006 at 12:41 PM

    Game-artist.net competition (UT2004-styled weapons):

    [Blocked Image: http://img432.imageshack.us/img432/1944/riflefinvk3.jpg]

    1573 polys. As you can see, the handle isn't really seen ingame, so the horrendous stretching isn't worth fixing.

  • warby presents: de_wanda 100% custom map for cs-source

    • SnipaMasta
    • September 4, 2006 at 11:45 PM
    Quote from Tequila

    Well, it is his fault, because he made them.

    However I think the trees work wonderfully. There's something about how lush and green they are, it just flicks the right switches in my brain.

    No, I mean, they aren't lighted properly. I think this is a problem with Source's lighting - although I could be wrong.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • September 4, 2006 at 5:30 PM

    Is that a HL1 map, or HL2? If it's HL2. it needs to be smoother.

  • warby presents: de_wanda 100% custom map for cs-source

    • SnipaMasta
    • September 4, 2006 at 9:23 AM

    The trees stand out a bit, but that's not your fault. Awesome work.

  • PK01 - Quake IV / Source Texture Set

    • SnipaMasta
    • September 4, 2006 at 12:30 AM

    Awesome stuff.

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