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  3. The Horse Strangler

Posts by The Horse Strangler

  • [TF2/FF] Desolation

    • The Horse Strangler
    • May 27, 2009 at 1:36 PM

    Finish this mang!

  • [TF2] Furnace Creek - a 3 point A/D map

    • The Horse Strangler
    • May 27, 2009 at 1:23 PM
    Quote from tofu

    Youme and Orange, they go hand in hand I'd really like to see something completely different coming from your work Youme, your levels are great, but they're all the same theme. The lighting stuff here is a nice attempt at mixing things up a bit, but you're still in the same style as your last two maps and it looks like you're heading in a similar direction with CTF Slate.

    Why not try something different, like industrial (well) or alpine?

    I agree, I feel most of your maps suffer the same problems Youme.

  • [Ep2] Mission Improbable

    • The Horse Strangler
    • May 27, 2009 at 1:21 PM

    I second Jean, this Fucking awesome indeed.

  • SPLIT: L4D Tools Discussion

    • The Horse Strangler
    • May 17, 2009 at 1:21 AM

    I think we should squirrel. Though I also never used google sketchup, did you know you can carve in it and never crash, because it carve's in quads? Google sketchup also has it's own lighting preview and can place entities for hammer to use, but can't do normal things like place logic and work with I/O.

    GOOGLE SKETCHUP DEFEATS HAMMER TEN TIMES OVER BUT CAN'T USE LOGIC_RELAYS

    Google seems to win people over again.

  • WIP in WIP, post your level screenshots!

    • The Horse Strangler
    • May 5, 2009 at 9:08 AM

    I agree.

  • WIP in WIP, post your level screenshots!

    • The Horse Strangler
    • May 5, 2009 at 8:53 AM

    Been playing with the lighting of my TF2 map cp_factory. It was bright before, much like 2forts lighting though I wanted something a bit different.

    [Blocked Image: http://farm4.static.flickr.com/3615/3503958656_e4c820da8d_b.jpg]

  • Brus_rt_01

    • The Horse Strangler
    • February 15, 2009 at 9:55 PM

    Hell yeah.

  • [DOD:S] dod_troddle

    • The Horse Strangler
    • February 7, 2009 at 10:18 AM

    Man that's some nice Lighting, I'm glad to see some sepia color correction used in a war game like this, as oddly it's hardly ever done right. You managed to get everything just right though, great job.

  • My Skyboxes/HDRI Images

    • The Horse Strangler
    • January 20, 2009 at 5:04 AM

    Nice stuff man.

  • totally random texture thread

    • The Horse Strangler
    • January 17, 2009 at 6:03 PM
    Quote from Jenn0_Bing

    How are you generating these? Ive tried a few methods, but they've all had extremely unsatisfactory results, or been extremely long winded. I haven't seen results quite as strong as yours before.

    In due time, hopefully once I get the method down to a simple version, I can write up a tutorial.

  • totally random texture thread

    • The Horse Strangler
    • January 17, 2009 at 1:16 AM

    A better example, with Jitter calculations, meaning it adds dirt effect to the ssbump. This is the ssbump example straight from the PDF, but generated with a different Tool.

    As far as I know, Valve may release theirs sometime this Year, or next . But theirs is tons better.

    [Blocked Image: http://farm4.static.flickr.com/3116/3202865018_2f46f140fd_o.jpg]

  • [TF2] Stovepipe Wells (pl_stovepipe)

    • The Horse Strangler
    • January 14, 2009 at 11:15 PM

    Welcome man, It's safer here .

    Aside that, I agree with the posts above me. This looks well on it's way to being a great PL map, It's not visually cluttered like some, while it looks to never loose it's art balance either.

    The best thing you can do is wr out some external lighting, and some minor detail. Bit more foliage and wood structures and such.

  • totally random texture thread

    • The Horse Strangler
    • January 11, 2009 at 9:13 AM

    Been playing around with SSbump creation, a new method of Normal mapping for the Source engine. You can read about it here actually: http://%7boption%7d

    [Blocked Image: http://farm4.static.flickr.com/3463/3185488333_f0bba9c7b3_o.jpg]

  • [TF2] Arena_Space Beta 1

    • The Horse Strangler
    • January 8, 2009 at 2:30 AM

    Use mat_luxels 1 in-game to see the location issue, along with the +showbudget command windows.

  • Nem's VTF plugin on photoshop x64

    • The Horse Strangler
    • January 6, 2009 at 4:59 AM

    I currently run 32bit PS on Vista 64bit, works fine for me.

  • [TF2] Arena_Space Beta 1

    • The Horse Strangler
    • January 6, 2009 at 4:58 AM

    Gave it a play and DAMN, it needs some major Texture Budget optimization applied to it. You have a lot of unnessary Lightmap resolutions set to around 6 or higher. Also bring in some areaportals, the map itself is to wide to render all at once, along with the use of Func_Lod.

  • [TF2] Arena_Offblast Beta 1

    • The Horse Strangler
    • January 1, 2009 at 12:08 AM

    Looking good, I could only imagine the lolz you'll get when tossing Foe's off the Mountain.

  • [TF2] Arena_Space Beta 1

    • The Horse Strangler
    • January 1, 2009 at 12:03 AM
    Quote from Warby

    best original tf2 setting yet *applaud* ! that looks great especially the last shot !/edit i meant the first shot i opened them in taps in the wrong order doh ...

    I agree, I'm hoping to see some major awesomeness with the Sky scenery though, maybe Mario Galaxy style. Then again, that's me.

  • [TF2] PL Great Heights

    • The Horse Strangler
    • December 19, 2008 at 7:48 PM

    It's looking good, I like the idea of it being atop a large elevation, meaning a lot of Lolz when people fly or fall off.

  • pl_frontier (not my map, but my model)

    • The Horse Strangler
    • December 19, 2008 at 7:46 PM

    Damn thats awesome, most original Idea I've seen so far for a Payload map.

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