Commented 15 years ago2009-07-03 12:26:14 UTC
in journal: #5926Comment #44405
Plenty of remote desktop control software that allows you to do that (TeamView is one of them, I think - look it up). Taught a newbie some basic mapping techniques by controlling his Hammer using that app.
Commented 15 years ago2009-06-15 12:14:51 UTC
in journal: #5876Comment #56458
I mean special from an artistic point of view. And phonecams have been buffed since ~3 years ago. 3.2 MP and macro focusing in a phone isn't quite awe inspiring anymore.
Commented 15 years ago2009-06-15 04:37:20 UTC
in journal: #5876Comment #56457
I think that's resin, WC. Nothing special about the photos imo, though you've some nice early-ish harvest going. Ours won't be like that for another ~2-3 weeks. :<
Commented 15 years ago2009-06-10 10:14:58 UTC
in vault item: Moving laser issuesComment #17561
Fixed the problem. First of all, the walls may have been blocking the beam, so I removed them. If you want your trains to be invisible, just set their render mode to solid/texture and their FX amt. to 0.
As for the beam, the problem was you didn't set its colour (yours was RGB 0 0 0, meaning black, which is invisible for beams). Setting the colours made it visible.
Commented 15 years ago2009-05-19 12:18:16 UTC
in vault item: de_snare2Comment #17521
Hey, glad to help. Forgot to mention you should make those little details like the swinging pendulum lights near B a bit more noticeable. Right now your efforts will probably end up unnoticed, which is always a shame. :>
Commented 15 years ago2009-05-19 08:35:42 UTC
in vault item: de_snare2Comment #17518
Having read it's an inferno remake, I was expecting something average at best. This proved me wrong.
Now I'm not sure how the changes in layout affect gameplay, however they all seem fairly well planned out. The additional flanking routes to A might make it a tad more CT-friendly, which is good.
Visually, I like the grunge-industrial style you went for, as well as lighting. There's some nice contrast between indoor/outdoor areas. Architecture is functional, though some things like the oversized staircases throughout the map or lack of detail in some areas really deteriorate it. Zero height variation in the buildings is also a bit of an eyesore.
One thing done near-perfectly, however, was ambience. A good background track combined with random smaller ones really makes the environment more believable. My only criticism would be the cricket sound in the ditch near bombsite B. Way too loud for crickets and it will get annoying for anyone camping in the area.
Overall - nice job. 4* 'cause I'm a sucker for ambience.
Wb and good luck. :]
EDIT: Wow, neat email. What were you thinking back then? ;D
Specs:
Intel Q6600 4x2.4 gHz
GeForce 8500 GT
2GB DDR2
Vista Home Basic 32
Hammer: Perfectly
Secondary
Goldsource
1.7 gHz Celeron
GeForce MX440
768mb
XP Professional
Hammer runs fine
Not too sure what those figures mean, but hey! A Valve Combo, eh? That can't be bad. ;]
Fix your d/l!
Shouldn't that be Spatula Guitar though?
Looking forward to big project media as well. :]
And are you honestly saying the war in Iraq was a good thing?
You've 33 reviews since Mansion 3 to watch/read then. :]
Nothing special about the photos imo, though you've some nice early-ish harvest going. Ours won't be like that for another ~2-3 weeks. :<
As for the beam, the problem was you didn't set its colour (yours was RGB 0 0 0, meaning black, which is invisible for beams). Setting the colours made it visible.
Personally, I liked the one in the very first beta version of this map you've posted here a while back.
Also, I'd be careful when combining two map scenarios, it makes balancing really hard. Good luck with it though and keep us posted. :>
And aye, a very weird feeling and it's just starting to kick in. ;]
Now I'm not sure how the changes in layout affect gameplay, however they all seem fairly well planned out. The additional flanking routes to A might make it a tad more CT-friendly, which is good.
Visually, I like the grunge-industrial style you went for, as well as lighting. There's some nice contrast between indoor/outdoor areas. Architecture is functional, though some things like the oversized staircases throughout the map or lack of detail in some areas really deteriorate it. Zero height variation in the buildings is also a bit of an eyesore.
One thing done near-perfectly, however, was ambience. A good background track combined with random smaller ones really makes the environment more believable. My only criticism would be the cricket sound in the ditch near bombsite B. Way too loud for crickets and it will get annoying for anyone camping in the area.
Overall - nice job. 4* 'cause I'm a sucker for ambience.
walks towards closet mumbling
pulls out his good ol' sawed-off
loads with salt
sits in rocking chair and waits