Comments

Commented 16 years ago2008-10-21 01:06:12 UTC in vault item: Dm_Combo Comment #17063
Fix any obvious problems and this'll definitely be up for playtest on the HLDM server. :>
Commented 16 years ago2008-10-21 01:03:25 UTC in journal: #5423 Comment #39460
"Everytime you say that, I delay it a minute, just to spite you!"

Let me rephrase then.
Push this map towards a completed stage as quick as you can!
Commented 16 years ago2008-10-20 14:40:21 UTC in vault item: ctf_outset Comment #17057
Commented 16 years ago2008-10-20 11:19:51 UTC in journal: #5423 Comment #39459
Say goodbye, cp_steel.
Awesome work there, I am immpressssed. ;>
Commented 16 years ago2008-10-20 11:18:55 UTC in journal: #5422 Comment #51503
Nice coding there, a simple obvious fix that needed implementing a long time ago. :]
Commented 16 years ago2008-10-20 08:47:23 UTC in wiki page: Tutorial: Detailed Textures in Half-Life Comment #100913
Also, important values and information ('_detail.txt', 'r_detailtextures 1', etc.) could and should be marked with their respective tutorial BBcode ([prop], [val], etc.), not quotes. That alone would break up your text a bit.
Commented 16 years ago2008-10-18 06:16:06 UTC in news: It's a bird!.. It's a plane!.. Comment #98782
I never found it that bad. Those stuttering voices with no emotion somehow sounded right for Aperture - as if employees were ordered to be completely emotionless when talking with a test subject.
Commented 16 years ago2008-10-18 05:58:00 UTC in journal: #5419 Comment #58779
Still hard to tell its a wave, especially from the tube. Make it less transparent, add white caps, etc.
Commented 16 years ago2008-10-18 05:36:05 UTC in journal: #5418 Comment #50532
NineT has obviously never seen an Orpheus post.
Commented 16 years ago2008-10-17 15:17:48 UTC in journal: #5418 Comment #50531
You should seriously let people know of these mods you discover sooner. Dinosaurs & Robots sounds pretty fun, might give it a try sometime.
Commented 16 years ago2008-10-17 14:33:44 UTC in news: It's a bird!.. It's a plane!.. Comment #98779
Portal Prelude kicked major ass. The complexity, difficulty and diversity of all test chambers were perfect.

Took a decent while to finish it though. ~6hrs, I guess.
Commented 16 years ago2008-10-15 00:57:46 UTC in journal: #5413 Comment #54968
Skals: Test and see.
Commented 16 years ago2008-10-14 10:45:43 UTC in journal: #5413 Comment #54967
About levelchange, I think yes.
Give it a try and see.
Commented 16 years ago2008-10-12 10:26:58 UTC in vault item: de_splinter2 Comment #16987
I actually enjoyed it. I'm sure it'd have played alright if the teams were at least somewhat balanced (or if Tuna hadn't joined).

Visuals were alright and even if the outside could've used some improvements - I liked them overall.

A strong 4*. :>
Commented 16 years ago2008-10-12 10:23:22 UTC in journal: #5411 Comment #39428
:>
Commented 16 years ago2008-10-07 10:28:35 UTC in journal: #5403 Comment #54676
Old. It's linked to from our Hint tutorial, too.
Commented 16 years ago2008-10-07 10:26:20 UTC in journal: #5401 Comment #39390
Not only did they show your sign, they also broke its restrictions! ;o
Commented 16 years ago2008-10-06 13:41:14 UTC in journal: #5401 Comment #39389
Hah, cool. :D
Commented 16 years ago2008-10-05 16:54:52 UTC in vault item: Carbaseus Comment #20094
What ZL said, had a rather kickass game tonight.
Amazing work, both gameplay and architecture-wise.
Commented 16 years ago2008-10-05 14:04:16 UTC in vault item: xm1014_DeadMount Comment #16933
Ooh, commanderiz.
Sveikas atvykes. :>
Commented 16 years ago2008-10-05 06:27:12 UTC in journal: #5399 Comment #59849
I think he meant the ammounts of people who play the game daily, not overall copies sold.
Commented 16 years ago2008-10-04 10:00:10 UTC in journal: #5397 Comment #48527
Aye, loved that feature too. :<
Commented 16 years ago2008-10-04 09:51:01 UTC in vault item: Zombie corridor Comment #16920
Moved to Unfinished Stuff. No .rmf or .map files and basically no real stuff you can learn from it.
Commented 16 years ago2008-10-04 09:42:31 UTC in journal: #5394 Comment #54951
What everyone else said, especially about lighting being very poor ('cept for screenie 4, it's pretty nice there).

Arcitecture is pretty decent, though could use some more detail in screenies 5 (good to see you're paying attention to ceiling detail) and 6 (more vertical stuff like beams and pipes to break up the horizontal detail).

Texturing's alright, though I personally find that metal trim texture applied to the sides of that hole in Scrn. 3 pretty unfitting. If you were to extend those vertical supports through that hole, it'd look so much better imo.

Keep up the good work.
Commented 16 years ago2008-10-02 04:24:03 UTC in journal: #5392 Comment #35123
Those prices aren't high at all for your average company.
Commented 16 years ago2008-10-02 03:17:31 UTC in journal: #5387 Comment #58752
Very nice. Animations would nail it though. :>
Commented 16 years ago2008-10-02 03:14:10 UTC in journal: #5392 Comment #35122
I'll warez it.
Commented 16 years ago2008-09-28 09:47:56 UTC in journal: #5384 Comment #48753
whereas shtrideh anywaish?!1
Commented 16 years ago2008-09-26 08:51:08 UTC in journal: #5380 Comment #48743
Aw well, get wasted anyway.
Happy birthday! ^^
Commented 16 years ago2008-09-26 00:35:39 UTC in vault item: Flat-Life Comment #16890
I haven't voted yet?
Ohshi-.
Commented 16 years ago2008-09-25 16:20:09 UTC in vault item: cp_goldfinger Comment #16887
Great stuff. Worthy winner. :>
Commented 16 years ago2008-09-22 12:49:03 UTC in journal: #5373 Comment #58735
.. with bits of life? in it?
Commented 16 years ago2008-09-21 07:17:59 UTC in journal: #5372 Comment #50523
Played it. Fairly poor design-wise, though the final Eli scene made up for everything. Pure fucking win. ^^
Commented 16 years ago2008-09-21 06:52:38 UTC in journal: #5372 Comment #50522
Sounds fun, d/ling.
Commented 16 years ago2008-09-21 05:46:35 UTC in news: New Compo! Comment #98751
We really need a new set of forum/journal/general site rules all put together in one Rules page.
Commented 16 years ago2008-09-21 05:41:15 UTC in journal: #5370 Comment #39368
Wall-E is pure win. From flawless 3D work to the basic, yet smart storyline sending the right message(s) - I really liked it.
Commented 16 years ago2008-09-18 15:15:13 UTC in journal: #5365 Comment #47059
That's pretty awesome for a 14-month-old. ;o
Commented 16 years ago2008-09-17 01:54:48 UTC in news: New Compo! Comment #98729
Get mapping! :>
This comment was made on an article that has been deleted.
Commented 16 years ago2008-09-15 15:07:46 UTC in journal: #5360 Comment #59347
The design's fairly dry, though good for them, I s'ppose.
Commented 16 years ago2008-09-14 14:38:01 UTC in journal: #5356 Comment #47044
Congrats!
And wow, ~3.5 years here. D:
Commented 16 years ago2008-09-12 05:51:34 UTC in journal: #5344 Comment #56238
Crude and fairly boring. Go back to mapping, it's definitely something you can do better.
This comment was made on an article that has been deleted.
Commented 16 years ago2008-09-07 13:04:57 UTC in journal: Journal #5336 Comment #49887
Amazing. How'd you end up stumbling upon it?

Also, this is quite a decent read. Could use archiving as well.
Commented 16 years ago2008-09-03 14:11:45 UTC in journal: #5327 Comment #53797
Pretty cool, gets boring after the first minute though. :>
Commented 16 years ago2008-09-03 12:25:35 UTC in journal: #5326 Comment #48520
Kickass, congrats. :>
Commented 16 years ago2008-09-02 16:36:31 UTC in journal: #5324 Comment #58723
Ur.. Wha?
Commented 16 years ago2008-09-02 14:04:08 UTC in journal: #5325 Comment #56198
Try spending your animating time on mapping.
Commented 16 years ago2008-09-01 14:32:50 UTC in vault item: Texture_Towers Comment #15278
Have a lookie here.
Commented 16 years ago2008-08-31 08:11:28 UTC in vault item: Texture_Towers Comment #2881
I'm but amazed how for once, an aim map with dev textures has spawned a coherent discussion. D:
As for the map - playtested it with Hunteh, so for my review:
What he said, plus don't overlook ambience next time. Soundscapes have loads of awesome potential you can utilize in your Source maps.