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ShaDoW

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Everything posted by ShaDoW

  1. Eh?? So I'm allowed to make new models, sprites, materials as long as I use textures from HL2? wtf do they mean by texture?? I think it's most safe to keep to the original content.
  2. Good idea Fletch. Gentlemen, It's time we show Valve what Mapcore is really all about.
  3. Little fact; They would have taken the original actor of Max Payne 1, but he was too busy for the job. Thus they found a new one.
  4. Very nice! I think his helmet, chin and face looks a little bit weird, but it looks very nice.
  5. ShaDoW

    Half-Life 2

    Good point actually.
  6. ShaDoW

    Half-Life 2

    No game is perfect I guess, and it will be a rare thing to see future complex games like Half-Life 2 be flawless either.
  7. True, a good sniping weapon should be quick. When you tried to snipe a moving target from long-range with the crossbow... let's just say it wasn't too easy. Using the HEV zoom and the magnum worked best for me in terms of picking off enemies from a distance.
  8. Either it's DoD: Source or a big CS: Source update (new maps, player models, etc...).
  9. Yep, I remember playing that mod back in it's early days... It's sad when you hear something like this happening. However, all things come to an end, so it's a normal thing I guess.
  10. There are so many factors to keep in count, and it's not an easy job predicting it from this early stage. Look at Front Line Force for example, the project died yesterday (Sunday, 28th November) due to a silly conflict between a level designer and the project leader. To be honest, this wasnt the only reason... but it was the final cause. As I said; there's too many factors with projects like these. So many ways to live and so many ways to die.
  11. Pistol. *kpaw kpaw kpaw* I love that sound...
  12. Indeed, and Nightwatch does raise the bar in terms of quality for HL1 modifications so far. I'd really love to help out, but I'm already occupied with a rather large project.
  13. You have to understand that a lot of us hardcore modders here, have grown skeptic over the years on the topic of starting modifications. I think most of us have seen projects being launched with a big grin on their face, and died with many sad tears. I really wouldn't even be suprised if many here (including me) were even involved with such events (not that we cried or anything though, it's a metaphorical thing). I for one can only say; good luck with your future endeavour's.
  14. That looks very nice. Either it's because it's overwhelming or because it's rich in detail, but I like it. You seem to be stretching a lot of textures though, such as the ground texture on the third picture. It might look a bit odd when you run across it as a player. Also, perhaps as said above, play with the brightness of the outdoor lights. Keep it up!
  15. Nice logo though.
  16. ShaDoW

    Exotic .wad

    The textures themself look very good. However, it looks like someone poured a can of bleach over them. Try playing with the contrast and brightness of the textures, to give a more realistic effect. Even if they are ment for a bright map, in my opinion.
  17. ShaDoW

    Where do you live?

    Mechelen, Belgium, Europe.
  18. He's right though.
  19. It's capable, it just needs a lot of work.
  20. ShaDoW

    probesoft

    It seems like a cool idea. I have so many things to do right now though, so I can't give it a go. I can tell you though, that there's some very nice textures in that package. Good job!
  21. ShaDoW

    ts_chinatown

    I wouldn't be afraid of turning the lights even darker, and giving the neon's more effect. Lookin' sharp so far though.
  22. ShaDoW

    cs_verastage

    Doesn't look half bad, considering it's running on the GoldSrc engine. As said above, it does look a bit cartoonish, but this gives the map a certain "fun" atmosphere. As making a fun map was your goal, I think you've succeeded in giving it that look.
  23. Pfft, always knew Troika was a low-budget studio.
  24. It's a start. Try adding more detail such as walls around the compound, a gate house, etc... Add more function to the entire complex.
  25. So that's what level designers do, once they get into the industry... parking their rears on a couch. Looks like a very cool read, about a great company (I'm loving Bloodlines for it's detailed game world, and it's story).
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