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  3. aaron_da_killa

Posts by aaron_da_killa

  • The Ball - Indie FPS Action/Puzzle Game

    • aaron_da_killa
    • September 17, 2008 at 6:01 AM

    Congratulations Hourences .

  • SnarkPit Competition Voting...

    • aaron_da_killa
    • September 17, 2008 at 2:05 AM

    I'm starting to think that the default layout should be black.

  • SnarkPit Competition Voting...

    • aaron_da_killa
    • September 15, 2008 at 7:06 AM

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • September 13, 2008 at 12:56 AM

    Wow, looks nice .

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • August 18, 2008 at 9:03 AM

    hai, looks good, I like the storm water business. Nice house .

  • Rory's Material Set V2

    • aaron_da_killa
    • August 18, 2008 at 6:35 AM

    Wow, looks really cool, I wish I could texture well.

    The grass sprites kind of seem "overbright" and don't blend in that well with the ground.

  • Fairbairn-Sykes combat knife

    • aaron_da_killa
    • August 15, 2008 at 12:48 PM

    Wow, looks really sweet.

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • August 11, 2008 at 7:05 AM

    Ah, thanks for the feedback guys as for that model, I need to fix that one, for some reason its fullbright. And I don't remember the light being thaaat bright, I'll get right onto it Freak. Not sure what the deal is with that wooden plank, I think is must have been airborne at the time of taking this screenshot .

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • August 10, 2008 at 2:30 AM

    A singleplayer map I am working on for Half-life 2.

    [Blocked Image: http://img167.imageshack.us/img167/3041/01forest050016qg1.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/9863/01forest050017nc8.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/8153/01forest050023ad7.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/7208/01forest050019el9.th.jpg] [Blocked Image: http://img258.imageshack.us/img258/576/prototype0037du6.th.jpg]

    [Blocked Image: http://img209.imageshack.us/img209/5572/01forest050020ob6.th.jpg] [Blocked Image: http://img209.imageshack.us/img209/9452/01forest050021qm0.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/2334/01forest050022hv0.th.jpg]

    The map is set in an abandon oil refinery/warehouse type environment. I was originally going to make this map take place at the base of a volcano, but I don't know how you would do that at night .

    Much of the inspiration for this map comes from Gears of War (particularly the third act - Downpour) and the Ravenholm chapter of Half-life 2.

    Any feedback would be greatly appreciated .

  • [TF2] ctf_outset

    • aaron_da_killa
    • August 9, 2008 at 10:58 PM

    looks cool . Maybe you could post a few images of the area that you remade from Windwaker?

  • New tags: [youtube][/youtube] and more

    • aaron_da_killa
    • August 9, 2008 at 2:26 AM

  • WIP in WIP, post your level screenshots!

    • aaron_da_killa
    • August 5, 2008 at 7:51 AM

    Nice work the0rthopaedicsurgeon. I like what you have done, personally, I think a ship would be really hard to build, both aesthetics wise and all the performance issues involved.

    Both the interior and exterior look good, and all that custom content looks great and gives the level a nice personality.

    Can't think of anything else to say .

  • emp_dune_b1

    • aaron_da_killa
    • August 5, 2008 at 5:30 AM

    Interesting, I haven't ever playin this mod so I can't really say much about the map.

    I agree with the fog colour comment by Minotauro, if this was a foresty map, I would suggest a green or bluish fog, but in this case, I would suggest adjusting the skybox to suit the fog (although the fog seems a bit bright to me).

    Not much else I can say though, it looks like an RTS map.

    Well done .

  • Portfolio Site

    • aaron_da_killa
    • August 5, 2008 at 5:16 AM

    Looks good, nice and simple.

    Maybe a bit more information about yourself on the right side, underneath your contact details.

  • Crysis Map ~ Operation Codename: Vulcano

    • aaron_da_killa
    • July 17, 2008 at 1:08 AM

    Congratz mate .

  • INS_Abdallah

    • aaron_da_killa
    • July 13, 2008 at 2:16 AM

    Wow, looks really good, congratz to all the folks who worked on this!

  • Using CSS content in a HL2 mod

    • aaron_da_killa
    • July 10, 2008 at 8:28 AM

    Ah, thanks for the replies guys, I just noticed now.

    I'm having a bitch of a time setting up my tools to work with the Source code, it was so much easier with Half-life 1. I need to download a 500mb file (Windows Platform SDK) so I can compile on Windows XP .

  • my maps (cs)

    • aaron_da_killa
    • July 7, 2008 at 12:47 AM

    I think the maps are cool, I could imagine having alot of fun on them for sure. The poker map is very creative, it reminds me of the rats maps.

    Look, these maps aren't good artistically, and that may or may not have been a real priority for you, but I can imagine having fun with them, and hey, some of the maps have pretty decent brush work .

    I think the first map, third map and the poker map would be the most fun for me. The second map has some pretty decent brush work, I mean its a pretty linear map with linear brush work, but its not a flat wall and you have made bricks that are slightly popped out with those interesting stacked crates, I guess thats the style of the map.

    As some other members have said, yes you have lighting, you have aligned textures, it doesn't just look like a whole bunch of s**t crammed into a map and your maps kind of seem to belong to this genre of maps that are not considered maps by people like us, but among that genre, I would say your maps would stand out quite a bit. You seem to be willing to learn and have an open mind about your maps, as far as I am concerned, you deserve to be here and your place shouldn't be questioned.

    I'll download the maps and give them a bit of a play through, if you want my advice, it seems you have killbox style gameplay in check (which for counter-strike there is an exception for), try making a map that has this but also looks beautiful, you might have to spend a month or so on the map but that's completely fine. Think of a theme you want to do, if your doing a forest theme, most defiantly look up pictures of various forests on Google images. Think of what you want in the gameplay, you could have it killbox styled if you wanted to, or you could go for something more, when making the map, these are somethings to consider:

    - Vertical gameplay

    - map flow

    - overall height variation (floors, walls, ceilings)

    - weapon placement and distances between spawns and weapons

    - places of interest in the map (maybe a really good weapon or good sniping spot)

    - make the map as less linear as possible

    - design of the map (if you have more than 2 large spaces, you don't want them to see eachother to keep frame rates as high as possible)

    - ambient sounds in the map

    - lighting

    - attention to detail (small details that not or players may notice, not obvious details)

    Ofcourse there are more things, but these are just some from the top of my head.

    And yeah, this is a mapping website and is pretty different to fps banana, you may get a 10/10 on fps banana but if you want a real opinion on your maps, than defiantly come to sites like this. Look around at some of the other maps, these are people that are serious about their and I'd say quite alot of them (probably an understatement) want to enter the games industry doing what they are doing now, I know I would like to.

    Good work tripl_ecks, I certainly wouldn't consider your maps bad !

    edit: Just had a look here, and that looks good.

  • Lake 17 - HL2 Ep01 SP map

    • aaron_da_killa
    • July 2, 2008 at 2:32 AM

    First of all, I would like to say that I couldn't find get to the places shown in the 2nd, 5th, 6th, 7th screenshots. I noclipped around the whole map (after I finished it ofcourse) and I couldn't find those places, could you maybe give me some insight as to where I need to go or what I need to do?

    Anyway, I enjoyed this map, after I killed that bitch of a strider (took me a while (I was on 12 health), did you raise the strider's health?), I definitely wanted more and was disappointed once I realized that it was over (this is a good thing! ).

    One thing that was detracting from my fun was the frame rates. Now I don't know if it is my pretty crappy laptop or if the map just had too much in it (I guess this lagged while the normal episode 1 campaign doesn't lag for me), but it had a bit of lag for me. Assuming this map was fully optimized, there wasn't much you could do about the lag, it is mainly due to the maps open design causing too much to be on screen at one time (I know how it feels, I recently released a map with the same problem).

    But other than the frame rate issues, this was really enjoyable. I liked the level design, it was obvious that it was in the Half-life universe but it wasn't exactly the Half-life style, it almost had a bit of Halo in it, and I really like Halo. I liked the design of the tunnel and the bridge (although it didn't look exactly finished to me) and I liked how you laid out the background buildings, power lines and trees, basically, I liked the whole layout and design of the map, even if it isn't exactly frame rate friendly.

    There was some use of ambient sound in the map, but I thought you could have done more in that department. There was no environment sounds at all, at least some wind or ocean sounds would have been good. You could have added sounds of the trees swaying in the wind around the house, and possibly some seagulls flying around, making seagull noises. There could have also been some subtle sounds coming from the town in the background, I believe this is set during the Seven Hour War, so some explosion and gun fire sounds would have been good.. I don't know, these are just suggestions.

    The maps lighting was good, nothing was wrong with it.

    So, to conclude:

    +Gameplay

    +Level Design and Layout

    -Frame rates

    -Some things didn't look finished

    Things to improve:

    + A design that is both awesome and frame rate friendly

    + More variety in ambient sounds

    + Polish the map a bit and make everything look finished

    I give this a 8.5/10, great work shapesform!

  • Using CSS content in a HL2 mod

    • aaron_da_killa
    • June 28, 2008 at 3:06 AM

    Hey.

    I've created a HL2SP mod using the tool in the source sdk. For the mod, I want to be able to use some CSS content in the mod but I don't want to extract the content into my mod's folder. How do I tell my my mod/hammer to look in steamapps/counter-strike source shared.gcf?

    I tried adding CSS under the searchpaths thing in gameinfo.txt but it was searching in steamapps\aaronz92\sourcesdk\bin\ep1\CSS instead of the gcf.

    Thanks in advanced.

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