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Posts by aaron_da_killa

  • dm_backwash (hl2dm)

    • aaron_da_killa
    • June 18, 2008 at 11:01 AM
    Quote

    Quick question though, where did you get the weeping willow tree?

    I got the tree model from a multiplayer map that caught my eye on fpsbanana, check out the readme file for the link if you want to see the map, I don't have it on me at the moment.

    Thanks for the tip m8nkey, that will defiantly help me in the current map I'm working on.

    Anyway, thanks for all your wonderful comments, thanks for downloading the map.

  • [HL2DM]DM_Sublimity [Beta 1]

    • aaron_da_killa
    • June 18, 2008 at 10:49 AM

    Wow, this is a very good map. I really loved the futuristic feel of the map, those awesome flying cars, sweet skyscrapers with nice bright shining lights beaming across the sky, and that's just when you look up at this beautiful vista that has been created.

    The ambient sound in the map was great, I hope you realize though that the thunder sound effects sort of started playing only after being in the map for 5 minutes, I don't know whether this was intentional, or you have just overlooked something (I suspect it was done on purpose), but I fear some players won't stay in the map long enough to hear those thunder sounds which really went well with this map.

    The brush work and lighting was great too, defiantly reminds me of Half-life mapping (compliment ).

    My only really criticism is that I thought the map lacked variation, the playable spaces where filled up with same sort of brushwork, same lighting etc, but to be honest, that comment kind of feels unfair considering the quality of the repeated content.

    Also, I was unsure of what that place (the playable space) was used for, at one stage I thought there was a road, but it kind of led to nowhere, so I just assumed it was some sort of walkway or something. It kind of felt like I was in a space ship. Probably some things like rubbish bins, vending machines, benches and seats or whatever could have fixed this.

    But yeah, this is one cool map, well done, It gets a 9.5/10 from me!

  • Crysis Map ~ Operation Codename: Vulcano

    • aaron_da_killa
    • June 18, 2008 at 9:58 AM

    To be honest, I don't have Crysis (but I want it) so I don't know if the map is actually any good or not. But the screenshots of the map look really sexy. Everything in the map looks well done, the cliffs and rocks, the foliage, the construction stuff, it all looks really great.

    The singleplayer mission sounds really cool to. Well done, a worthy addition to your portfolio.

  • dm_backwash (hl2dm)

    • aaron_da_killa
    • June 14, 2008 at 11:26 PM

    ReNo, thanks for the feedback! I just assumed that because the map seemed to perform better during those, quick, no vis, no rad compiles to test something. Maybe that was because the water wouldn't compile without vis and there was a nice performance gain with no water. And thats an interesting tip to, I'll keep that in mind .

    Hey m8nkey, did you play the map yet? And it sure is nice to see another aussie . It means that the Australian game development actually has some potential workers and such, although all the work is in Melbourne and I live in Sydney . Maybe I should start a studio in Sydney, and all we would do is make fps games that for some reason always remind players of ... Halo .

  • My new portfolio - thiagoklafke.com (updated 06/12)

    • aaron_da_killa
    • June 13, 2008 at 4:58 AM

    I meant download links to the finished pieces of work, not the source files for them.

    Anyway, I think you'll find the term "Level designer" debatable, I have heard the term being used both ways.

  • Dm_Snowfall (HL2DM)

    • aaron_da_killa
    • June 12, 2008 at 10:28 AM

    Nice map. I liked the way you fenced off the playable spaces, it gave it a sense of being and kind made me wonder what was beyond those fences. The displacements looked nice but I thought they could have been polished alot more, some of the displacements looked really fake and not finished (like the bottom right hand corner of the first screenshot, there is an almost perfect 90 degree corner on the base of the ramp). You could have probably added some small rocks around the cliffs walls to make a smoother transition between cliff and ground or maybe just some rocks in general in the map.

    The indoor areas where good, just like the outdoor areas where, but in general, I thought the map looked pretty bare. I mean, this is the source engine, it could certainly have handled some more props and brush work in this map, you could have probably invested some time and detail into the surrounding environment such as more distant mountains, and maybe a few bare or alpine climate trees. But overall, I think the map could have been better with a bit more detail packed into it because while the frame rates are very important, its also important for the environment you fight in to look good, that isn't to say this didn't look good, but you could have probably thrown a bit more detail into it without impacting on the frame rate.

    The map has a nice flow to, so there is potential for some nice gameplay here, and the ambient sound was quite good, definitely a plus.

    I give the map a 7/10, well done buddy .

    Also, check these out:

    http://www.bungie.net/images/News/Weekl ... nche01.jpg

    http://news.filefront.com/wp-content/up ... nche04.jpg

    http://www.teamteabag.com/wp-content/up ... 9824e7.jpg

  • dm_backwash (hl2dm)

    • aaron_da_killa
    • June 12, 2008 at 7:11 AM

    Thanks for all your feedback guys!

    Quote

    Looking good!, I'll try this map when I have the time and if its good I'll recommend it to my HL2Dm clan There was one thing that I noticed, your 3D skybox (the grassy mountains) doesn't look too good, it isn't realistic, so if you're planning to change something in this map I recommend you to adjust your 3D skybox and make it more realistic.

    Your quite right, and there was really no excuse for me not to polish the background mountains. What I did to make them was made a narrow hill and shifted dragged the displacement, resized and rotated each copy and arranged it around the map and then just left them like that.

    Quote

    Looks pretty good!But i really don`t like all the invisble walls... Please change this. Add fences, rocks, whatever ^^

    The performance isn`t good at all. The main reasons are the many models. Could you arrange it that models with a certain distance to the player will be faded out?

    When I watched the whole scene I had about 10fps.... (OK, my PC isn`t the most powerfull...)

    There are no invisible walls in the map, only really rough push effects and trigger_hurt effects that will kill the player , put I had to somehow fence off the other side of the creek without destroying the view, my only option really was to add an artificial wall that would block the player. And yeah, the performance on this map is pretty bad, but this was my first map and I wasn't really sure of the engines capabilities. The lag is due to the amount of models that are on screen at one time and the light map in the map, as I have lowered the lightmap on all the floors to 10 and the inside 5 surfaces of the 'death hole' to about 5 or 6, this means the shadows are more crisp but its really demanding because lightmaps for some reason use up alot of processing power in Half-life 2.

    Quote

    That'd be caused by no or bad optimizing, more on this can be found here: http://www.student.ru.nl/rvanhoorn/optimization.phpGood luck!

    Thanks for the link, there is some really great information on that website, already added the link to my favorites.

    Quote

    Adding mirror at LanmaniaX. Good work

    Cool, thanks.

  • My new portfolio - thiagoklafke.com (updated 06/12)

    • aaron_da_killa
    • June 12, 2008 at 6:50 AM

    Nice portfolio buddy, I like the idea of clicking each object to view the details about it, and the colour scheme is great, I have always preferred a dark background with content ontop of it.

    Also, I think you'll find that an environment artist and level designer are the same thing (unless that was intentional), 3D artist is the term for a modeler .

    It would also be a good idea to add a contact (your email address) and a download link to each object on your portfolio. If your worried about server space, than just get a free filefront account, the only limitations to uploading are the files must be less than 1gb and take less than 10 hours to upload.

  • De_Forest Released!!

    • aaron_da_killa
    • June 11, 2008 at 10:15 AM

    Very impressive, well done.

  • dm_backwash (hl2dm)

    • aaron_da_killa
    • June 11, 2008 at 9:57 AM

    Hey guys, my name is Aaron and I'm new to this website, anyway here is my first source map.

    [Blocked Image: http://img503.imageshack.us/img503/3330/dmbackwash0020oa4.th.jpg][Blocked Image: http://img528.imageshack.us/img528/9738/dmbackwash0011om0.th.jpg]

    [Blocked Image: http://img393.imageshack.us/img393/4007/dmbackwash0018nb3.th.jpg][Blocked Image: http://img515.imageshack.us/img515/9199/dmbackwash0014ds5.th.jpg]

    Here is the maps description:

    A small, abandon, overgrown dam located in the heart of a northern hemisphere alpine forest.


    The Dam was built on a small creek that branched off a large river and was used to serve a small town roughly 35km south west in 1963. However due to the towns growth in the recent years, the dam was not supplying a sufficient supply of water and become obsolete 35 years later.


    The Dam has now been left behind and is no longer maintained, and as a result has become over grown and graffitied on.

    You can download the map here, hope you like the map, feel free to let me know what you think

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