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  3. aaron_da_killa

Posts by aaron_da_killa

  • Penn&teller Bullshit - VIDEO GAMES

    • aaron_da_killa
    • July 14, 2009 at 1:20 AM

    Man I'm sick of this whining and complaining about video games and younger kids, it's as if the people against kids playing games think that kids are stupid. It's really up to the parents if their kids play video games and at what age they play and what type of games they play and such.

    Violent video games aren't going to make kids/teenagers violent themselves, that's stupid. Any kid with a decent brain can distinguish real life from video games and realize that the two have different rules and standards for what's acceptable. Just because a kid shoots a human in a video game, dosen't mean they think/will think that shooting people in real life is acceptable.

    I was introduced to video games at a young age, played my first fps game when I was probably 8 or 9.. and I like to think I'm normal. I have no urge to be violent or kill anybody. I'm not addicted to games or play excessive amounts of games. I was never rude to my parents, refusing to do things because I was playing a video game. I didn't perform poorly in school because I was playing too much video games.

    I'll tell you what's bad for kids, having these sort of restrictions like restrictions on video games, tv, bedtimes and whatnot. Babying kids like that. Kids will never get any common sense if they are just babied around. Let them figure out that sleeping late has negative effects, not forcing them to sleep early and them never really actually wanting to get a decent amount of sleep, always wanting to stay up later.

  • DM-Haze (UT3)

    • aaron_da_killa
    • April 20, 2009 at 4:54 PM

    Yeah, its pretty cool. My only comment is it seems slightly cartoony/stylized because of some of those brick textures, they don't look like something you would see in real life in this sort of environment. But that's just a personal thing.

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • April 20, 2009 at 2:48 PM
    Quote from kmyr

    one of these has already been covered but:http://img24.imageshack.us/img24/1831/pointers.jpg

    Just noticed the bottom right one turned out well dark, but whatever..

    Also: I've been lurking for some time but this is my first post.. Hi everyone!

    Cheers mate.

    In response to your comments, this is the blurred thing. Its a horrible decal that I'm so ashamed to show. If anyone has any advice on it for me let me know, although it probably belongs in another thread . Also, one of your comments I couldn't understand and it was a question by the looks of it, so here is the thing it was pointing at.

    And welcome to MapCore, I myself am a frequent lurker.

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • April 20, 2009 at 1:56 PM
    Quote from Freak

    [Blocked Image: http://img8.imageshack.us/img8/3787/traindepot0005.th.jpg]

    Make a better transition there.

    Ah, yeah, I don't even remember thinking about that at all, thanks

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • April 20, 2009 at 12:49 PM

    Just a small space I'm working on for a collaboration project on another site, there are unfortunately strict rules on the use of custom content so I'm pretty limited to what's available.

    Anyway here it is (I hope MapCore automatically scales down large images):

    [Blocked Image: http://img10.imageshack.us/img10/8721/traindepot0000.jpg]

    [Blocked Image: http://img14.imageshack.us/img14/8227/traindepot0006.jpg]

    [Blocked Image: http://img25.imageshack.us/img25/2826/traindepot0007.jpg]

    [Blocked Image: http://img4.imageshack.us/img4/739/traindepot0003d.jpg]

    [Blocked Image: http://img5.imageshack.us/img5/163/traindepot0004.jpg]

    [Blocked Image: http://img22.imageshack.us/img22/3787/traindepot0005.jpg]

    As you may be able to tell, its a Source engine space (Half-Life 2 Deathmatch to be exact). It's sort of an underground/cave platform for a train setup that's going to be in the map. I don't know, I'm not unhappy with it but I don't exactly feel like I couldn't do more with it. Any ideas?

  • Mini 2D Character Creation

    • aaron_da_killa
    • April 16, 2009 at 1:08 AM

    Thanks e-freak. Since posting this I actually found a pretty cool website for this sorta stuff. I read through some of the tutorials and I still can't make a decent character!

    Here is my latest (and best) attempt:

    [attachment=0]marvin.gif[/attachment]

    Any suggestions on what I should do next?

  • Mini 2D Character Creation

    • aaron_da_killa
    • April 14, 2009 at 12:32 PM

    Hey guys!

    Probably not really your conventional MapCore question but does anybody have any tips or pointers in regards to making mini (size wise) 2D characters (humans, zombies etc) like this for games? I'm making a 2D platform game in flash and I need to create the player and a few npc like the ol' Mario, I'm looking at 25, 60 pixels for the player. I've tried doing them pixel by pixel in photoshop but both attempts at the character look rubbish.

    Any ideas?

  • World Builder

    • aaron_da_killa
    • March 10, 2009 at 6:15 AM

    That's pretty cool.

  • Scene from a Movie - Aliens

    • aaron_da_killa
    • March 6, 2009 at 5:51 AM

    Wow, very exciting, keep those screenshots coming!

  • The random model thread!

    • aaron_da_killa
    • February 18, 2009 at 5:51 AM

    I like it .

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • February 18, 2009 at 1:29 AM

    Greyfrog Design, that looks cool. The cave architecture is quite nice. Some of those screenshots look a little bland though. Perhaps you could add a bit more depth and character to the level such as some signs/billabords/posters etc, perhaps you could use a spotlight or two in the map to create dramatic shadows (rather then the fairly evenly lit level you have), have some pipes or wires dangling around, ability planks of wood, crates, drums etc.

    Make sure you have some sweet non playable spaces that the player can see but not get to to create curiosity and make the player feel like he is in a small part of a larger world (rather than feeling boxed inside a Counter-Strike source map).

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • February 15, 2009 at 9:58 AM

    That space in the second screenshot looks a bit linear the0rthopaedicsurgeon, as does that interior space in the first screenshot (not much you can do about that one), just feels very Counter-Strike-default-mapsish to me you know? Perhaps it could use a little bit more love?

  • The random model thread!

    • aaron_da_killa
    • January 5, 2009 at 9:53 PM

    Haha, thanks guys .

  • The random model thread!

    • aaron_da_killa
    • January 4, 2009 at 11:44 PM

    [attachment=0]roadsign01a3ds01lk2.jpg[/attachment]

    [Blocked Image: http://img128.imageshack.us/img128/5338/nightterror010009tj7.th.jpg] [Blocked Image: http://img75.imageshack.us/img75/148/roadsign01a3ds02ds9.th.jpg] [Blocked Image: http://img224.imageshack.us/img224/9224/roadsign01askinhd5.th.jpg]

    My second model I've ever made, a sign warning that Koalas, Wombats and Kangaroos may be found ahead. These signs are commonly found on Australian roads in bushland, rural and outback areas.

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • January 4, 2009 at 11:31 PM
    Quote from popcornjake

    I thought I'd post this sucky scene

    Sucky? That looks cool!

  • CS_Metroplex

    • aaron_da_killa
    • December 8, 2008 at 4:32 AM

    Whoa, you have a really awesome map on your hands m8nkey.

    One thing I really think it needs is more signage. More street name signs, more road signs (the green ones), more warning signs, more subtle sings and perhaps more advertising!

    And I agree with you, those trees do a decent job but it could be better, I don't think those trees add as much to the map as they could.

    I didn't notice any grates and drains in the screenshots, perhaps that might be a nice addition .

  • First serious illustration - Updated

    • aaron_da_killa
    • December 2, 2008 at 6:09 AM

    Looks pretty cool. Perhaps a little more distinction between the cliff wall and ground.

  • [REL] 3DS Max 9/2008/2009 SMD Importer plug-in.

    • aaron_da_killa
    • November 29, 2008 at 10:38 PM

    Whoa, perfect timing. You've set me up for source modeling with a 3DS Max importer/exporter plugin just as I am about to start modeling in the coming month(s). Thanks .

  • de_haunts (a "The Haunted Mansion" CS: Source map)

    • aaron_da_killa
    • November 29, 2008 at 12:27 AM

    Heh, the map looks cool.

  • DE-RECON by 3D-Mike :D

    • aaron_da_killa
    • November 22, 2008 at 10:18 AM

    I played the map earlier today and it was quite good, it reminded me alot of de_forest. Can't really think of any issues with the map, where alot of cool subtle things such as the booby traps, the bee hive, the deer and the secret room are the ones I noticed. I thought that it would have been better if the booby traps maybe did a bit more damage and it could have been perhaps a pretty cool gameplay mechanic in the map.

    I'm curios, did you make this map straight from your head or did you use some reference photos or other material?

    Anyway, good work!

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