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  3. RaVaGe

Posts by RaVaGe

  • What do you think about the new look?

    • RaVaGe
    • May 22, 2015 at 5:29 PM

    Kinda like it, round avatars are too round, need less roundness, something like a triangle tho.

  • Minesoft...Microcraft...you decide

    • RaVaGe
    • May 3, 2015 at 8:38 AM

    We should ask Notch to fund HURG software. We could make a minecraft version into space like that.

  • HATRED

    • RaVaGe
    • April 29, 2015 at 7:21 PM

    Terrible. -5/10

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 27, 2015 at 9:42 PM
    Quote from TheGuma

    Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.


    Sort of Super Mario Sunshine esque


    Nah I want something rainny, there's enough sunny maps in tf2 already , it also gives a tropical mood that I really like, keep in mind that I barely put the env_ligthing and compiled right after, it still needs a ton of work.

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 26, 2015 at 1:17 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]


    In game, shitty lighting as always.


    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/rav.jpg]

    I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore.

  • very thin objects

    • RaVaGe
    • April 22, 2015 at 4:30 PM
    Quote from Klems

    You don't HAVE TO make a model for something smaller than 1, but if you're working at this scale it's probably best to use a model anyway.

    You can use alt to translate/rescale your object off the grid. Alternatively, you can rescale any brush with ctrl+M if you need more precision.

    There's rounding errors involved when you work off the grid (this includes rotations), this may cause invalid brushes and weird faces, you should avoid that as much as possible.


    But in this case if you want to make a rope you should just use keyframe_rope instead.


    Going smaller on the grid should always be avoided that's why I didn't talked about that trick

  • very thin objects

    • RaVaGe
    • April 21, 2015 at 7:05 PM

    The smallest unit you can work with is 1, it's not that thin, but otherwise you have to use a 3D software and make a model. The other trick would be to use a keyframe_rope, and set a really small width on it, something like 0.5, I think it could work.

  • ITT: Post maps/scenes that never saw the light of the day.

    • RaVaGe
    • April 19, 2015 at 3:02 PM

    [Blocked Image: http://i275.photobucket.com/albums/jj290/TheWoodenBlock/cantseeshit.jpg]

  • What's going on with your life?

    • RaVaGe
    • April 11, 2015 at 8:44 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/spectacular-loft-in-reconvereted-barn-in-rome-6.jpg]


    I could also make something like that

  • What's going on with your life?

    • RaVaGe
    • April 11, 2015 at 6:47 PM
    Quote from Vilham

    600 square meters, daaaaaamn. In the uk that would cost an arm and a leg.


    Well in fact it's a really good deal, especially because it's at the Luxembourg boundary, and the prices in Luxembourg are damn high, i'm planning to make 3 flats in it because it's too big for me anyway , there's also a 700 square meter garden behind.

  • What's going on with your life?

    • RaVaGe
    • April 10, 2015 at 8:57 PM

    I'm going to buy my own house, 15km away from my job, a 600 square meters farm that need an huge revamp , real life level design thread incoming.

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • April 7, 2015 at 8:51 PM
    Quote from FMPONE

    Can you imagine if something like that launched with default Q1? History could have been altered


    Yeah but you know, back in the days the level designer was also the audio engineer

  • Cities Skylines: The misadventures of Steppenwolf

    • RaVaGe
    • April 6, 2015 at 2:17 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/new.jpg]


    Trying a new type of city, gawd this game is addictive, good bye life.

  • Cities Skylines: The misadventures of Steppenwolf

    • RaVaGe
    • April 5, 2015 at 5:43 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/train.jpg]


    It's getting worse :gonk:

  • Cities Skylines: The misadventures of Steppenwolf

    • RaVaGe
    • April 5, 2015 at 12:28 AM

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/jam.jpg]


    Now that's a propper train jam.

  • Hours in the CS:GO SDK?

    • RaVaGe
    • April 2, 2015 at 6:01 PM

    Way too much.

  • MapCore CS:GO Team

    • RaVaGe
    • March 29, 2015 at 11:58 AM
    Quote from jackophant

    How do you mean?


    Well Hurg Vs Valve, each team make a map, the best one win, easy. Although it has nothing to do with that thread

  • MapCore CS:GO Team

    • RaVaGe
    • March 29, 2015 at 11:13 AM

    What about make a Mapcore team and make a mapping contest against Valve ? We'll blow their ass

  • WIP in WIP, post your level screenshots!

    • RaVaGe
    • March 26, 2015 at 7:26 PM
    Quote from holiestcows

    -snip-


    This area looks like the first area right after the elevator in the first Metal Gear , "A Hind-D ?"

  • Recruiting for making best map ever

    • RaVaGe
    • March 23, 2015 at 10:14 PM

    Too much french in a single blueprint, this shit will probably collapse.

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