Comments

Commented 8 years ago2015-05-25 19:08:23 UTC in vault item: Basetown (Payload) Comment #20891
Glitches i was talking about:
User posted image

User posted image
Commented 8 years ago2015-05-24 20:37:49 UTC in journal: #8553 Comment #61716
Good reference photos, some great irl blorange combinations in a few. This one made me giggle though:
https://www.facebook.com/About.design/photos/pb.199397983424378.-2207520000.1432502867./923817060982463/?type=3&permPage=1
rip
Commented 8 years ago2015-05-23 19:40:33 UTC in vault item: Basetown (Payload) Comment #20886
I ran around in it for a couple and overall, i was pleasantly surprised. One think i can say for sure is that im not a big fan of the mix between wooden buildings back to back with brick/cement ones; they don't make much sense. Also, the wooden house near A point seems overly done with windows. Speaking of windows, i think they stand out too much because of their thickness and invariability. Mesh textures look like they could use more work; maybe add some vegetation on the grass ones?
The power lines appeared as full bright when i was running around, but they looked fine in spec mode. Saw some texture clipping bugs and light chops here and there; i'll post them monday, if not tomorrow.

Edit: I just realized i never commented on your stuff before and i hope you don't take the above in the wrong way :)
Commented 8 years ago2015-05-23 12:35:54 UTC in journal: #8551 Comment #61234
If you`re looking into razer naga, make sure you get a mechanical one. The older versions, before 2013-2014 (i think), are easily the most faulty mice i've ever owned (had 2).
Commented 9 years ago2015-03-04 22:13:48 UTC in vault item: Fallout Comment #14359
@Strider: Those are env_bubbles :)
The blue electrical arcs that you walk on? They're 2 func_scrolls, 1 unit on top of each other, running on opposite directions.

@Minnow: Yup, that teleport will be more obvious when it's done, definitely going to be another in the big hall. Even so with all the teleports and jump pads, gameplay is still going to be horrendous.
This was an abandoned map i had that transformed into a little opt. project, nothing more.
Commented 9 years ago2015-02-26 18:06:14 UTC in vault item: de_subsanctum Comment #20836
So this is what Xen would look like if it were a DE_ map? :)
I like the middle section the most; would probably be fun to have a few deathmatch rounds in there.
Though, i don't get the section where the drilling machine is at: too much color for my taste - green, blue, orange, red and all the mixing between those + light spots from crystals.
Can't say i've noticed high poly count anywhere, unless 3-4k is still considered high nowadays in the cs community.
This comment was made on an article that has been deleted.
Commented 9 years ago2015-02-19 18:40:58 UTC in vault item: Fallout Comment #20829
Commented 9 years ago2014-09-25 23:54:09 UTC in vault item: ka_underbelly Comment #20708
Brings back memories <3
It could use a few subtle blue lights/colors here and there, imho.
Commented 9 years ago2014-08-28 20:06:15 UTC in vault item: Cel Shading Comment #18359
Awesome! That polycount tho...Going to be a pain in the arse to come up with something to optimize this as much as possible...
Commented 9 years ago2014-08-24 21:50:20 UTC in vault item: mc2_kachito Comment #18370
The map is not gameplay ready, Qwertyus. Plenty of stuff missing and places to glitch out on. Run through it once and call it a day :P
Commented 9 years ago2014-08-03 19:49:59 UTC in vault item: Rat Hunt: Quarters Comment #20419
Ran around for ~20 mins and couldn't find anything. After some frustration i looked at the source file, started game again and went to where a rat was supposed to be. Nothing was there...
Not sure what if im doing something wrong? I'm starting up HL - create server - pick rat hunt map - click start.
Commented 9 years ago2014-06-25 09:52:43 UTC in vault item: Hijack Comment #20637
Love the moody lighting. Angle on the sun shadows seems a bit off tho.
Commented 9 years ago2014-06-01 19:37:03 UTC in vault item: DM_VoidTemple Comment #20611
Nope, it fades the beam at the starting point only. I've been placing 2 beams that meet at another entity in the middle of their distance to get the effect i want; extra entities, but i guess that should do it for now. Oh well...
Commented 9 years ago2014-05-30 20:30:13 UTC in vault item: DM_VoidTemple Comment #20609
Looking good. Reminds me of quake maps. The soft, blueish light makes it really easy on the eye and compensates for the obnoxious, dark background. The default HL light textures don't do this map any justice :P
Btw, any idea on how to make a beam fade at both ends?
Commented 10 years ago2014-05-05 04:06:23 UTC in wiki page: Tutorial: Skewing textures in Hammer Comment #100962
I remember about an year ago, i wasted about ~2 good weeks trying to do something similar without success. I've read somewhere that it's possible to achieve this by editing the texture straight from the source file (.rmf/.map).

Thanks for the tutorial, it'll be of much help.
Commented 11 years ago2012-10-20 06:32:00 UTC in vault item: zm_ko_catacombs Comment #15048
Hey all! I`ve been a lurker on this website for quite a while now, ever since i started mapping with GoldSource. Got here thanks to your great guides that have helped me a lot; i think i've read every single thing around here and still got plenty of things to learn -_-

Well, i've been mapping for almost an year now, i've made a few other maps besides this one, nothing too special, but i think zm_ko_catacombs is on par with most of the maps around here. So here it is, my small contribution to TWHL.

Any feedback is appreciated...and yes, i know those rocks aren't the greatest thing. Will do a better job next time, still learning :P