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  3. Sentura

Posts by Sentura

  • Black Mesa Source

    • Sentura
    • September 20, 2012 at 1:47 AM

    funny, i was thinking of taking a screenshot of that exact area. looking into the distance you can actually see that if they had been more bold, they could have made flat plains and it would still have worked.

  • Black Mesa Source

    • Sentura
    • September 19, 2012 at 5:08 PM

    mfw anime models add replay value to a mod.

  • Black Mesa Source

    • Sentura
    • September 17, 2012 at 4:24 PM

    i can't remember the original being this unbalanced, especially towards the end. regardless, the gameplay still holds up, and it's the only game i was able to play continuously for a long, long time.

  • Black Mesa Source

    • Sentura
    • September 17, 2012 at 5:38 AM
    Quote from Campaignjunkie

    Wow just got about 2/3 through WGH and yeah, seems like hgrunt damage is too high or their accuracy needs to get halved? Also wish they dropped mini health packs like the Combine soldiers. Right now, what usually happens is that I drop down to single digit health, then have to start slicing the pie everywhere with the 357 to get instant headshots / exploiting the AI / camping because I can't take risks anymore... which is interesting, but gets tedious.

    medics drop a medpack

  • Black Mesa Source

    • Sentura
    • September 16, 2012 at 6:21 PM

    finished it...

    pros:

    - hivehand first time animation

    - environments == huge wins

    - good manuscript with a lot of cool references

    - multiple player paths in some places (also a big win)

    - mod that is essentially a stand alone package released for free

    crits:

    - shaving off various cool areas from the original

    - balance

    Quote

    (teleporter end encounter at lambda complex was basically flipping the bird to the player in terms of balance, also helicopters are not heavily armored, and even if they were, 20+ rockets would be overkill)

    - randomly getting stuck on objects because fuck using clipping volumes

    - no real light guidance made it hard to figure out some areas that should otherwise not have been hard

    - not being able to revisit older areas in some places (like

    Quote

    questionable ethics

    )

    overall i'm impressed this ever came out, and there's been a lot of nostalgia revisiting going on in my playthrough. and so, despite the few flaws it has, the game is a superb A+ product that i would play again and recommend to others.

  • Black Mesa Source

    • Sentura
    • September 16, 2012 at 2:51 PM

    wrapping up surface tension, the environments are still beautiful, but some of them seem odd (like buildings randomly popping up in the skybox). also,

    Quote

    a helicopter taking 20+ rpg hits? NOT LIKELY

    . another thing i really like is how BMS has made the houndeye a proper threat now, i always felt it was lacking in the original.

  • Black Mesa Source

    • Sentura
    • September 15, 2012 at 10:45 PM

    finished on a rail just now, everything is still very amazing,

    Quote

    but i only really noticed how different the music is from half life 2 music when i noticed that there was a track that was REALLY hl2ish during power up. also, gargantuan death animation = best shit ever.

    when the music is playing it's kind of defeating the atmosphere because it's so loud you can't even hear your own shots (or others shooting you).

  • Black Mesa Source

    • Sentura
    • September 15, 2012 at 6:48 PM

    in office complex at the moment, love everything about it. i never really thought about how dull the original was in some areas, and how they really spiced it up. super impressed. the changes are really good, i love what they did with the "secret" areas spatially! the one gripe i have is that guiding light is nowhere to be found. as a result i'm trying every door just in case.

    i give it 67 out of 29 hardcores

  • Team Forte - 2d game, made on 48h jam

    • Sentura
    • September 15, 2012 at 11:50 AM

    looks pretty cool, i like the way the mechanics work. i've done a few jam games as well, sometimes you have to get really creative with how things work.

  • Bohemia Int Employees arrested on Greek Island

    • Sentura
    • September 13, 2012 at 7:48 PM

    I DO NOT ENDORSE THE BOMBING OF FOREIGN COUNTRIES

  • Bohemia Int Employees arrested on Greek Island

    • Sentura
    • September 13, 2012 at 7:48 PM

    if it ends up bombed we could make it a theme park and call it "fallout: europe"

  • Mobile phones

    • Sentura
    • September 13, 2012 at 4:56 PM

    you're right, but i was saying that in regards to apps as well. it may be that i will at a point start developing my own stuff for a phone, and in that case i'd prefer c# over java.

  • Mobile phones

    • Sentura
    • September 13, 2012 at 4:01 PM

    i've had a nokia n900 for a while because of the keyboard, but i've considered getting a new nokia lumia 920, depending on how well it is received.i have an aversion for anything java-based (read: android), and i don't like apple enough to buy their phones.

  • Black Mesa Source

    • Sentura
    • September 12, 2012 at 10:13 AM

    how would that be trolling? that would just be great news...

  • [Digital Painting] Going into detail

    • Sentura
    • September 9, 2012 at 2:21 PM
    Quote from cityy

    I see, that makes sense. I've seen people literally setting up a 3 dimensional grid for painting (like in this video:

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    ) - maybe I will try that too. Not sure how to set it up yet but I guess it wont be too hard.

    those lines are exactly what i meant. the reason he draws a "grid" is because he has 2 vanishing points on the horizon, and he is drawing lines from them both. some images you only need one vanishing point for, and i would suggest to start out like that.

    also, what Thrik said.

  • Hellraid (www.hellraid.com)

    • Sentura
    • September 8, 2012 at 12:33 PM

    ... well yeah, then the geometry is final... just that i needs textures and shit

  • [Digital Painting] Going into detail

    • Sentura
    • September 8, 2012 at 11:49 AM

    you picked a real hard place to start because of the composition of the image. you want to have some golden ratio whenever you do an imagine like this, so the focus point is always skewed naturally to the left/right of center. this creates a better dynamic in the image and makes it seem more real. in the one you posted i can't really see the perspective (i assume it's centered), which makes the image look more like a flat abstract than an actual painting.

    before you start painting you always need to be aware of composition. draw lines from the horizon (where ever it may be in the image), and use those lines to build your image around. then you can start putting in stuff and sprucing it up. and don't be afraid to "throw away" your sketches. while they may seem good (and some of them will be), you'll always be able to do better if you correct a fundamental flaw in the image.

  • Hellraid (www.hellraid.com)

    • Sentura
    • September 7, 2012 at 5:54 PM

    this the geometry final? it seems very well made for just a blockout

  • How to break in the games industry - an insiders' guide

    • Sentura
    • September 7, 2012 at 12:59 AM

    for as much as i could, i used one page for work/mod experience/education and one page for skills/proficiencies. i honestly don't think people care that much about how the cv is structured as much as what is actually on the cv, perhaps more so in this industry (where experience means a lot). but yeah for the skills page i used two columns.

  • Counter-Strike: Global Offensive

    • Sentura
    • September 5, 2012 at 4:47 AM

    VERTIGO!!!!!!!!111111111

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