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  3. SnipaMasta

Posts by SnipaMasta

  • The random model thread!

    • SnipaMasta
    • August 10, 2007 at 8:24 PM

    Thanks for the suggestions, I'll get right on it.

    (Edit : Updated it)

    Btw d3ads, I didn't design it . Plus the windows on such a building would serve as a light source, not aesthetics.

  • The random model thread!

    • SnipaMasta
    • August 10, 2007 at 7:17 PM

    For the Game Artist competition:

    [Blocked Image: http://img68.imageshack.us/img68/3928/rtsmine2pq7.jpg]

    It's on a 1024X512. Any suggestions for stuff to add (I still haveUV space and 300 polys left) are appreciated

  • Sharps rifle

    • SnipaMasta
    • August 10, 2007 at 7:16 PM

    From that screenshot I'd say up the contrast, it looks a bit bland/boring as it is.

  • Sharps rifle

    • SnipaMasta
    • August 10, 2007 at 12:11 PM

    Your style reminds me a lot of the DOD:S textures (in a good way ). The engravings look fantastic, too.

  • totally random texture thread

    • SnipaMasta
    • August 7, 2007 at 6:36 PM

    Some new textures for Deus Ex : New Vision (all of these are scaled down 50% except the roof tiles)

    [Blocked Image: http://www.d-watts.net/files/NVTex.jpg]

    And a (brightened) ingame shot showing some of these:

    [Blocked Image: http://img46.imageshack.us/img46/669/dxnvoc7.jpg]

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • August 7, 2007 at 12:33 PM

    Hessi, why is that cardboard box glowing?

  • dm_re4village12 RE4 Village Map

    • SnipaMasta
    • August 6, 2007 at 11:11 AM

    The reason *some* people are being wankers is because it looks like it's Half Life 1 (and there's quite a few elitist people here). The brushwork is fine but you need to add more props and detail to make the environment seem believable and visually appealing. The terrain is also too bumpy in the last shot, and it's not smooth either.

  • de_mon

    • SnipaMasta
    • August 6, 2007 at 6:52 AM

    Looks very cool

    If you haven't already released it everywhere you might want to fix the English in the briefing text. I've done it for you, if you want to use it.

    Quote

    A terorrist group is preparing to invade the Hurgland Natural park. Their intention is to destroy the ancient fortress or the great lighthouse using C4 explosives, in retaliation to Lord Hurg becoming the new president.The counter-terrorist team is en route to intercept the terrorists and eliminate the threat.

    In this map you will be presnted with a large amount of land - with exotic terrain and beautiful beaches. Watch out for enemies in all directions - it's quite easy to get hit by an AWP shot!

    Plan your tactics well, this map was designed to put the player in some awkware situations. This is not a normal map - so spend some time getting used to it.

    OBS1: Type "r_detailtextures 1" to activate the detail textures!

    OBS2: Feel Free to find the easter eggs! They're very cool.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • August 4, 2007 at 5:54 PM
    Quote from FMPONE

    If you can't see why detailing a large solid single textured cube is important I'm not sure you'll even be able to read this post. But I wont assist you in shitting up the thread either, if thats your goal This is a holy place.

    Plenty of footramps don't have rails. I think it looks nice as it is, frankly. And judging by your post it's not me that's trying to shit up the thread.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • August 4, 2007 at 6:29 AM

    How about actually answering it rather than dodge around it? It's a solid block of concrete with a slope - aside from a rail there's nothing you can add.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • August 4, 2007 at 6:18 AM
    Quote from FMPONE

    You map very fast and its a bit scary, but maybe... slow it down? Your brushwork and texturing while much improved from what we last saw could still use a bit of extra time on each building and some more thought put into individual areas. Like the foot ramp in this shot: http://www.albatros44.de/soviets/sov5.jpg which is basically just one big block with a concrete texture applied.

    What else can he do with a structure that looks like 'one big block' of concrete in real life?

  • Tourrets Guy

    • SnipaMasta
    • August 3, 2007 at 6:55 PM

    I count 5.

  • Tourrets Guy

    • SnipaMasta
    • August 3, 2007 at 11:19 AM
    Quote from Thrik

    Tourettes is actually nothing explicitly to do with profanity; swearing is simply a way that a minority of people exhibit the problem. Any kind of uncontrollable urge (although it can be temporarily restrained) to do something falls under the disorder, including stuff like eye twitches and various other habits (although people with Tourettes have an number of them).

    I mean the ones that swear, don't do so in constructed sentences. Compare someone who actually has it with this guy, and it's quite clearly fake.

  • Tourrets Guy

    • SnipaMasta
    • August 3, 2007 at 4:02 AM

    I doubt it's real considering that people with tourettes don't act like that. They have random outburts of profanity, not structured sentences with some swearing in.

  • I am making a DoD:s map.

    • SnipaMasta
    • August 2, 2007 at 10:24 AM
    Quote from FrieChamp

    as long as FMPone keeps trying to explain to JeanPaul, with the patience of an angel

    'Anyways, what you showed was an utter disaster. Trash it...'

    'oh jesus christ I give up'

    'you are made of fail (not that you'll actually read this)'

    'R-E-A-D O-L-D P-O-S-T-S

    IN YOUR OWN THREAD

    you're such a clown sometimes'

    'I've been saying for a while that the basic idea was dumb'

    'the building makes 0 sense (not to mention it looks ugly and generic)'

    Sounds very 'angellic' to me.

  • I am making a DoD:s map.

    • SnipaMasta
    • August 2, 2007 at 2:24 AM

    The building looks fine to me, I don't see why it would collapse. It's missing most of one wall, that wouldn't make the whole thing collapse since there is still partial structure. The only thing on a realism aspect I'd say to fix is that rubble has somehow fallen all around the lamp-posts but they are still perfectly intact. Same with the staircases. Otherwise I'd say it looks decent enough - all buildings in DoD have the problem of looking 'generic' as FMPONE is complaining about, but in terms of how you've done it it looks fairly cool and it's hardly 'ugly'.

  • Unreal vs Source.

    • SnipaMasta
    • August 1, 2007 at 7:35 PM

    One advantage UE3 has over Source is that the normal mapping doesn't look completely rubbish. Although personally I prefer Hammer to Ued - I found it far easier to start with and now I'm just more used to it.

  • I need an MMORPG

    • SnipaMasta
    • July 28, 2007 at 5:25 AM

    Neocron looks quite cool.

  • First "Lost - The Videogame" trailer

    • SnipaMasta
    • July 27, 2007 at 9:08 PM

    If you haven't been watching it, don't. It goes on far too long. The only reason it has so many viewers is because people just want to find out what they've wasted 3 seasons building up to.

  • [HL2DM] Streetfight

    • SnipaMasta
    • July 20, 2007 at 9:22 AM

    I just realised I actually didn't offer any useful comments in my last post (well, except telling people to stop being wankers about someone's first try).

    Anyway, your map basically needs more meaning. Everywhere looks the same - use some different textures. To decide which ones, look at real places like the ones you've modelled. The CS office textures (type 'off' into the filter, I think) would work for the office, for instance. Try and make the places more instantly recognisable, not some random room like the first screenshot. More props will also make your levels seem more believable, so crates and barrels could work - but once again appropriate use will make your levels seem more believable.

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