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  3. Neil Squibb

Posts by Neil Squibb

  • Forum downtime

    • Neil Squibb
    • June 25, 2008 at 9:28 PM

    I thought I was banned. I am relieved.

  • Dm_Snowfall (HL2DM)

    • Neil Squibb
    • June 8, 2008 at 12:16 AM

    Some of those snow displacements are pretty cool.

  • Idiot steals my work - What to do?

    • Neil Squibb
    • May 28, 2008 at 10:17 PM

    Good luck Sir. This seems to happen quite a lot on FPSBanana.

    Lukily I won't have to worry about this till my maps are good.

  • Penny-Arcade launches "Greenhouse"

    • Neil Squibb
    • April 3, 2008 at 11:58 AM

    From what I've heard this is just going to be like the Penny-Arcade t-shirt and gift shop - only for games. So not quite in direct competition with Steam.

    Also, I thought the Penny-Arcade game was being released on Steam as well?

  • GiantBomb.com - Jeff Gerstmann's new job

    • Neil Squibb
    • March 7, 2008 at 2:05 PM

    BIGGEST NEWS EVER!!!1!111! I'm am the worlds number one Jeff Gerstmann fan. I am so excited. I don't know what to say.

  • DM-Rioes - UT3

    • Neil Squibb
    • February 28, 2008 at 10:43 AM

    Looks like what the new Turok game should have looked like.

  • game devs you really hate!

    • Neil Squibb
    • February 20, 2008 at 1:25 PM

    Then we remembered we get the tools for free...

    But yes, I concur. Most annoying at the moment.

  • Banjo

    • Neil Squibb
    • January 15, 2008 at 2:26 PM

    Is the first picture your model or a reference photo? I seriously am not sure.

  • WIP: dm_squibbtech

    • Neil Squibb
    • January 10, 2008 at 11:24 PM

    (Sorry, I know I already posted a WIP for this map but I did not realise I would be posting any updates. All updates on this map, from now on, shall be posted on this thread).

    I reckon my latest mapping project; dm_squibbtech, is roughly 75% complete now. All basic brush work and basic lighting is complete. Obviously there is still lots to do but I think the map is now starting to look good. Here are some pictures to ease the wait:

    [Blocked Image: http://i250.photobucket.com/albums/gg260/neilsquibb/dm_squibbtech/beta_squibbtech_v3_3.jpg]

    [Blocked Image: http://i250.photobucket.com/albums/gg260/neilsquibb/dm_squibbtech/beta_squibbtech_v3_1.jpg]

    [Blocked Image: http://i250.photobucket.com/albums/gg260/neilsquibb/dm_squibbtech/beta_squibbtech_v3_2.jpg]

    P.S. Nothing in the pictures is final.

  • De_supply_beta RELEASED!

    • Neil Squibb
    • January 10, 2008 at 11:38 AM

    Nice one. The problem with maps like this is that it means I have to step up my work to make my stuff look nearly as good. At the moment I'm failing.

    Are those custom textures you used? Some of the walls in the screenshots look really sweet.

  • Using Portal assets in CSS (Hammer)

    • Neil Squibb
    • January 9, 2008 at 1:44 PM

    Thanks for the suggestions. Ha, I did not realise WADs were not used now (I haven't used them but have read about them).

    Most of the textures I want from Portal I have found substitues for or created my own simular texture, but there are one or two that have properties that I can't (with my limited texture creation skills) copy. I will try and find the actual name of these textures but the one I really want is the shiny metal texture used on the pistons during the last part of Portal.

    It suprised me that the other main Portal asset I wish to use is not already availible in mdl or prefab form (due to it's mass popularity). I have been looking for a weighted cube mdl or prefab that I can use is CSS for a while now but to no avail. I tried creating a prefab myself but I didn't like the outcome (mostly due to it having too many brush faces).

    Thanks for your help though. I am trying to think of ways I could make substitutes for these assets. I would disclose more information but it would give away the nature of my new CSS map that I wish to keep a semi-suprise till launch. :wink:

  • Using Portal assets in CSS (Hammer)

    • Neil Squibb
    • January 9, 2008 at 10:57 AM

    Hey guys, just a quick one here. This is either stupidly easy to do or not possible. Either way, I can't find any viable method to do this (even after extensive searching on the web).

    What I want to do is use Portal assets (models, textures and the like) in Hammer, but for use in Counter Strike: Source level creation (-engine ep1). There are some useful textures and models I wish to use in a map for CSS that I am currently creating but, as they are in Portal, they are not currently availible for use in non-Orange Box games. I'm guessing this will involve moving WADs and archive files around, it's just I am not sure which files to move or whether this is possible.

    If you have an idea how to do this I would love to hear your suggestions. Thanks.

  • WIP: first dm_squibbtech screenshots

    • Neil Squibb
    • December 25, 2007 at 4:26 PM
    Quote from Nexus

    No.

    Indeed.

  • WIP: first dm_squibbtech screenshots

    • Neil Squibb
    • December 24, 2007 at 1:38 PM
    Quote from m8nkey

    Have you considered making the map for hl2dm, q4, UT3 or a different fps with deathmatch gameplay? Not too sure how suited your idea is for CS though that style of arena would definately suite Q4 or UT3. Good luck anyway.

    You are quite correct. But I play CSS more than the others so that's why I'm making it for CSS. Plus it could add a breather or something a bit fresh to a server rotor.

    Quote from Skjalg

    when just looking at the level itself, it reminded me of Portal maps-.-

    Shhh... Keep that to yourself for the moment. You will see why when I release it. Ha!

    P.S. Sorry, on refelction the shots are a bit darker than I intended.

  • WIP: first dm_squibbtech screenshots

    • Neil Squibb
    • December 24, 2007 at 2:11 AM

    Hey, first thread. Here are some screens from my second map; dm_squibbtech. At the moment I am putting up temporary textures and planning the lighting (hence it being so dark). The map will be an arena styled map for CSS with a couple of twists people will not find out about till I release the map. Here are the first couple of shots (nothing to get excited over, just teasers):

    [Blocked Image: http://www.mediafire.com/imgbnc.php/fbc…374471abc6g.jpg]

    [Blocked Image: http://www.mediafire.com/imgbnc.php/e12…2411d5ebc6g.jpg]

    Although this map is not looking great at the moment I am still quite proud of the steps forward I have hade since me first map (de_downtime; http://%7boption%7d) which was comparatively amateur. I still have a long way to reach the skill of you guys. Stay tuned for more shot, I guess. If you're interested that is.

    P.S. Please post if the image links are not working as I'm currently having hosting problems.

  • UT3 on PS3 gets first user-created mod

    • Neil Squibb
    • December 21, 2007 at 11:20 AM

    Wow, bit of a convoluted method for getting the map into the system.

  • HL2 Portal

    • Neil Squibb
    • December 10, 2007 at 12:05 PM

    Maybe they are saving portals for Half-Life 3!?!

  • call of duty 4 mapping?

    • Neil Squibb
    • December 5, 2007 at 12:55 PM

    I map for CS:S. I play 1.6.

  • Random acts of criminal stupidity.

    • Neil Squibb
    • December 5, 2007 at 12:52 PM

    Nothing to random to report but two of my friends did spend 48 hours in a cell after picking some flowers on the sea-front. I suppose it's vandalism but I felt that was a bit harsh.

  • Unreal Engine 3 - Official Video Tutorials

    • Neil Squibb
    • December 4, 2007 at 11:56 AM

    Even though I can get these videos for free here I'm still going to buy the collectors edition as any company that gives me dev tools for no extra cost deserves my money. Plus, I like tins.

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