Forum posts

Posted 7 years ago2016-06-04 21:48:41 UTC
in Post your screenshots! WIP thread Post #330343
Decided to redo havana with a friend.Here are some screenshot tho keep in mind that the timelapse between them is huge:
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Ignore the skybox :D
Also some of this screenshots are really old
Posted 9 years ago2015-04-25 21:50:53 UTC
in Mods for sale Post #325386
I like the idea but it needs a lot of tweaking.
Found this https://www.youtube.com/watch?v=eDyXIXyAZq0
Posted 9 years ago2015-03-08 16:46:06 UTC
in Post your screenshots! WIP thread Post #324569
Some screenshots of havana tho they are a little old
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The door
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50 degree building
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And 2d grid if anyone is interesting in it
http://imgur.com/a/Tk9Ul#0
Posted 9 years ago2015-02-28 10:40:59 UTC
in Team Mapping - GB contest #54 Post #324466
Congratulations guys :>.Also here's the link for the SKY vs NULL vs BEVEL thread http://twhl.info/forums.php?thread=17867
Posted 9 years ago2015-01-07 19:55:15 UTC
in Post your screenshots! WIP thread Post #323147
More screenies!
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Posted 9 years ago2014-12-26 20:28:32 UTC
in Post your screenshots! WIP thread Post #323008
@CT the album was on the front page of csgo reddit.

@Trempler i'm still waiting for you to switch to source engine so we can do something together :P
Posted 9 years ago2014-12-25 02:03:35 UTC
in Post your screenshots! WIP thread Post #322993
Posted 9 years ago2014-12-17 13:35:16 UTC
in Xmas tournament ? Post #322812
Well it sure is weird that you spawn in walls and floors but eh i never really tested the map online i was mostly focused on the theme.
Not sure about de_newhorizon can anyone confirm it's working well?
Posted 9 years ago2014-11-29 15:38:32 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322534
I'll post here so you won't forget to add an option for snap objects to grid like in hammer
https://developer.valvesoftware.com/wiki/Hammer_Hotkey_Reference#Grid

CTRL + SHIFT + B.
It would be really useful :)

Better explaination :
You chose vertexes of an object and if they aren't on the grid it would snap them to the grid.
Posted 9 years ago2014-11-18 00:13:03 UTC
in Post your screenshots! WIP thread Post #322343
More wip stuff :P
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The Museum of Revolution :)
Still need to make the buttom doors round and over-all change the doors i guess
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Posted 9 years ago2014-11-11 20:59:46 UTC
in Somebody Can fix map for me? Low fps (re Post #322295
I suggest reading this http://spr1n.kz-baltic.eu/mapping/FPSimprove/
It really helped me when i was optimizing de_newhorizon.
Tho it's old but it explains how goldsrc engine works.
Posted 9 years ago2014-11-01 22:51:25 UTC
in func_breakable - Is it possible to reset Post #322212
Well you can always make an illusion like

Make trigger_multiple or func_button which ever you are using, trigger
2 things at the same time:
An invisable brush that's func_breakable and a visable brush that's func_train with paths.
You should get an idea how this should work but if you are still confused i can explain it better :)

think outside the box :P
Posted 9 years ago2014-11-01 15:55:36 UTC
in Now Gaming: ... Post #322205
I've been playing SoM lately , really enjoying the game and the combat system.
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Look at their faces in the last screenshot terrified !
Posted 9 years ago2014-10-26 20:16:25 UTC
in Post your screenshots! WIP thread Post #322144
I feel like im spamming here with my screenshots but here's some small progress

Tunnel
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Above tunnel :D
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A better look at the top 
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And the tank which isn't really all that great textured but it's gonna be seen from far away 
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Also here's the 2d grid image
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Posted 9 years ago2014-10-21 21:59:51 UTC
in Post your screenshots! WIP thread Post #322114
Not my best texturing but the tank will be 512-1024units away from a player so its good enough :D
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Edit oh god i just realised how i named my files :|
Posted 9 years ago2014-10-20 10:19:34 UTC
in Packing textures into .WAD files Post #322098
If what Rim told you isn't working it's probably because you didn't add "{" in front of the texture
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Posted 9 years ago2014-10-04 20:52:26 UTC
in Post your screenshots! WIP thread Post #321933
So i've changed some stuff after talking with Stu
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Posted 9 years ago2014-10-03 22:38:33 UTC
in Post your screenshots! WIP thread Post #321931
Again some small updates since i had to change the layout
Before
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Second try to change the layout
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Final change that's gonna be tested on Sunday at Mapcore server :
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Also i've been doing some small changes to the texture
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And also yeah, started making T Spawn :D but i still can't do any big changes because of the layout.
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For reference i am using this
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Posted 9 years ago2014-10-01 17:46:13 UTC
in Spambots on TWHL? Post #321906
@TJB
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Posted 9 years ago2014-09-28 16:33:01 UTC
in Spambots on TWHL? Post #321874
There is already a topic about it link i also got an email from "her"
Posted 9 years ago2014-09-22 10:38:38 UTC
in Post your screenshots! WIP thread Post #321836
Pretty much yeah.
It took about a week of planning the layout (drawing)and i wanted it to be something special not like 4squares so i got something like this
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yes its a tetrahedroN!
Tho this image doesn't do it justice , a lot of stuff has been changed to make it perfect.So after a week of planning next 2-3weeks were just making it perfect with the chockpoints and bombsites.But i kind'a got tired of just layout phase so i started working on places that i knew won't be changed and got some ideas while i progressed currently i have like 20+ versions of the map and i'm planning on making a time-lapse since people seem to like those?
Also here's an example of how much B site/side changed
Youtube Link
Posted 9 years ago2014-09-21 11:37:53 UTC
in Now Gaming: ... Post #321829
RNGesus works in different ways i can build like 4-5 banshees and i never searched for her.
Posted 9 years ago2014-09-21 10:37:40 UTC
in Now Gaming: ... Post #321827
Damn those are some old screenies of warframe except for the last one :D
I've also been following it since open beta and its quite amazing how it changed also here are some fun stuff that happend to me

1.I was that lucky that stalker attacked me on a mastery test
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2.I think this guy was waiting for me?
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3.Everyone knows where this is going :D
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4.Tiny hydroid :3
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5.I guess he was to scared for me ? :P
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6.Nothing says bugs like falling into the 3d skybox.
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7.Oh those legs never disapeared they were there for like 40waves or something
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Overall the game is really fun and all but i still hate the grind.
Posted 9 years ago2014-09-20 17:07:01 UTC
in Post your screenshots! WIP thread Post #321823
@Tetsu0 that looks interesting :D

Here's some progression of my map tho this days i mostly changed gameplay stuff since i was able to schedule a gameplay test on the Mapcore server for tuesday.
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I still need to change some stuff with the cathedral.
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Yes i know.I need to fix the balcony part :D
_
Also here's a top view pic
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This post was made on a thread that has been deleted.
Posted 9 years ago2014-09-03 17:28:52 UTC
in Post your screenshots! WIP thread Post #321613
@Rimrook god damn it ,you noticed it :D
The cross is only made of 2 brushes i thought since no one is really gonna look that high up i might as well save some fps and a transparent cross texture would do no good since people can see it from the side.

@Trempler yeah i'm gonna change those window textures with better ones and add more foliage and decals.Not sure about the birds :P

@Stu yeah thats true about the door but i don't see a big problem , no one said it had to be a copy/paste from the image.I might make the other 2 doors with arches if you think that would be better.
Posted 9 years ago2014-09-02 23:13:06 UTC
in Post your screenshots! WIP thread Post #321601
Well Rim it only depends on the custom content i spend more time in 3ds max then in hammer currently.
Here are some screenshots :
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Also here is me taking on havana cathedral
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The roof and some walls that i didn't include will be in the 3d skybox.
I have to change some textures and fix the lighting later :P
Here's an album with some pics of progression for this buildings http://imgur.com/a/8PpKf#0
Posted 9 years ago2014-08-25 08:30:18 UTC
in Post your screenshots! WIP thread Post #321422
Thanks for feedback guys i changed some of the stuff.
1.Changed the architecture , hope this looks better and added more corbels also extended the top wall by 32units.
Made the textures more dirty + decals since current colours were just too bright.
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2.Added more decals inside.
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3.Changed the normal texture
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Better now :D ?

Edit: Since i made the windows model with more skins maybe this looks better?
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Posted 9 years ago2014-08-25 01:01:54 UTC
in Post your screenshots! WIP thread Post #321416
Could you maybe explain why so i can fix it?
Im not copying the cs_havana from cs:s and 1.6 i'm going for a fresh/mostly clean looking havana something like when it was build.
I'm using some images from google and AC-IV stuff for example
Link
Posted 9 years ago2014-08-25 00:35:53 UTC
in Post your screenshots! WIP thread Post #321414
I'm almost done with the first house for de_havana :P
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Also was experimenting with normal maps and modular mapping
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Posted 9 years ago2014-08-12 15:44:40 UTC
in Post your screenshots! WIP thread Post #321120
Working with 3ds max
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I need to make the "carpet" a little bit transparente.
Posted 9 years ago2014-07-24 17:06:05 UTC
in Enitities monster_ Post #320745
Well it seems i was missing 7files when i did the "verify intergrity of game cache" this fixed it.Thanks for trying to help guys :)
Posted 9 years ago2014-07-24 13:38:07 UTC
in Enitities monster_ Post #320734
Nothing in the console
If anyone wants to try and compile this Download Link
Here's the .log file with no errors :
[quote]hlcsg v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: E:ValveHammerEditortoolshlcsg.exe -nowadtextures -wadinclude halflife.wad -wadinclude zhlt.wad E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -nowadtextures -wadinclude halflife.wad -wadinclude zhlt.wad E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -wadautodetect
Entering E:ValveHammerEditormapsrmfsminicomposp_testradibre.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife.wad]
[zhlt.wad]

CreateBrush:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Including Wadfile: valvehammereditorzhlt.wad
  • Contains 1 used texture, 50.00 percent of map (19 textures in wad)
Including Wadfile: valvehammereditorhalflife.wad
  • Contains 1 used texture, 50.00 percent of map (3116 textures in wad)
Wad files required to run the map: (None)
Texture usage is at 0.01 mb (of 32.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: E:ValveHammerEditortoolshlbsp.exe -maxnodesize 512.0 E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -maxnodesize 512.0 E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 512 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 27 (0.00 seconds)
BSP generation successful, writing portal file 'E:ValveHammerEditormapsrmfsminicomposp_testradibre.prt'
SolidBSP [hull 1] 27 (0.00 seconds)
SolidBSP [hull 2] 27 (0.00 seconds)
SolidBSP [hull 3] 27 (0.00 seconds)
Reduced 48 clipnodes to 45
Reduced 4 texinfos to 4
Reduced 2 texdatas to 2 (7416 bytes to 7416)
Reduced 110 planes to 35
FixBrinks:
Increased 45 clipnodes to 45.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/512 64/32768 ( 0.2%)
planes 35/32768 700/655360 ( 0.1%)
vertexes 105/65535 1260/786420 ( 0.2%)
nodes 26/32767 624/786408 ( 0.1%)
texinfos 4/32767 160/1310680 ( 0.0%)
faces 94/65535 1880/1310700 ( 0.1%)
  • worldfaces 94/32768 0/0 ( 0.3%)
clipnodes 45/32767 360/262136 ( 0.1%)
leaves 17/32760 476/917280 ( 0.1%)
  • worldleaves 16/8192 0/0 ( 0.2%)
marksurfaces 118/65535 236/131070 ( 0.2%)
surfedges 376/512000 1504/2048000 ( 0.1%)
edges 205/256000 820/1024000 ( 0.1%)
texdata [variable] 7416/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 2543/2097152 ( 0.1%)
  • AllocBlock 1/64 0/0 ( 1.6%)
2 textures referenced

Total BSP file data space used: 18043 bytes

Wad files required to run the map: (None)
0.04 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: E:ValveHammerEditortoolshlvis.exe E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: E:ValveHammerEditormapsrmfsminicomposp_testradibre -low
16 portalleafs
32 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 8
g_visdatasize:32 compressed from 32
0.01 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL33 64-bit (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: E:ValveHammerEditortoolshlrad_x64.exe -extra -bounce 32 -chop 32 -texchop 16 -sparse E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -extra -bounce 32 -chop 32 -texchop 16 E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -vismatrix sparse
Loading extent file 'E:ValveHammerEditormapsrmfsminicomposp_testradibre.ext'

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 32 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 32.000 ] [ 64.000 ]
texchop value [ 16.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
2 textures referenced
Reading texlights from 'E:ValveHammerEditormapsrmfsminicompolights.rad'
0 opaque models
0 opaque faces
94 faces
Create Patches : 3136 base patches
22300 square feet [3211264.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(0.03 seconds)
BuildFacelights:
(1.02 seconds)
BuildVisLeafs:
(0.56 seconds)
visibility matrix : 2.4 megs
MakeScales:
(0.17 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
   Data :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 GatherLight:
(0.00 seconds)
Bounce 9 GatherLight:
(0.00 seconds)
Bounce 10 GatherLight:
(0.00 seconds)
Bounce 11 GatherLight:
(0.00 seconds)
Bounce 12 GatherLight:
(0.00 seconds)
Bounce 13 GatherLight:
(0.00 seconds)
Bounce 14 GatherLight:
(0.00 seconds)
Bounce 15 GatherLight:
(0.00 seconds)
Bounce 16 GatherLight:
(0.00 seconds)
Bounce 17 GatherLight:
(0.00 seconds)
Bounce 18 GatherLight:
(0.00 seconds)
Bounce 19 GatherLight:
(0.00 seconds)
Bounce 20 GatherLight:
(0.00 seconds)
Bounce 21 GatherLight:
(0.00 seconds)
Bounce 22 GatherLight:
(0.00 seconds)
Bounce 23 GatherLight:
(0.00 seconds)
Bounce 24 GatherLight:
(0.00 seconds)
Bounce 25 GatherLight:
(0.00 seconds)
Bounce 26 GatherLight:
(0.00 seconds)
Bounce 27 GatherLight:
(0.00 seconds)
Bounce 28 GatherLight:
(0.00 seconds)
Bounce 29 GatherLight:
(0.00 seconds)
Bounce 30 GatherLight:
(0.00 seconds)
Bounce 31 GatherLight:
(0.00 seconds)
Bounce 32 GatherLight:
(0.00 seconds)
CreateTriangulations:
(0.11 seconds)
AddPatchLights:
(0.58 seconds)
FinalLightFace:
(0.00 seconds)
2.59 seconds elapsed

--- END hlrad ---[/quote]
Posted 9 years ago2014-07-24 12:11:03 UTC
in Enitities monster_ Post #320728
Yes , im using the latest VHLT v33 and valve hammer editor.
For compiling i use BatchCompiler i guess i'll try Atoms Compilator.
Posted 9 years ago2014-07-24 11:52:05 UTC
in Enitities monster_ Post #320723
Well i've been having some problems with placing this entities.
No matter which monster_ entity i try to place , when i compile it , it doesn't show up.
I'm currently using half-life.fgd on Atoms website i have used halflife_3x.fgd and the one from the dev.valve site and i end up with the same result.
In VHE i can see the models properly and everything but after i compile and start the map nothing is shown.
I have run half life campaign more then once if anybody is asking about that.
So did anyone encounter this problem and knows how to fix it.
Also i tried placing my own monster entities and copy/pasting from other .rmf files to see if that fixes it and it doesn't.
Does anyone have any idea how to fix this problem?
Posted 9 years ago2014-07-22 16:09:47 UTC
in Mini Competition 2 - Colors! Post #320628
My creativity is currently at 0 i'll probably wait when 10days are left or something.The creativity starts when im under pressure :D
But that Rimrook looks really nice and inspiring.
Posted 9 years ago2014-07-21 23:48:46 UTC
in Mini Competition 2 - Colors! Post #320587
I don't see a problem with that CT , the problem is that you can't split up the prize.
Also ambient_generic is allowed right?
Posted 9 years ago2014-07-21 23:37:43 UTC
in Mini Competition 2 - Colors! Post #320585
Well im gonna try and make something also finally somewhere where i can only focus on my brushwork :D
But is it just me or does 30 days seem to long for a mini compo? :
Posted 9 years ago2014-07-21 19:23:03 UTC
in Atom's 'map from base' Minicompo Post #320568
I would like to see more mini compos :)
Maybe we could make a new topic where everyone can suggest their ideas for a mini compo and then "someone" chooses one of the ideas?
Posted 9 years ago2014-07-21 12:33:12 UTC
in Atom's 'map from base' Minicompo Post #320547
Well to tell you the truth i worked on this for maybe like a week.I'm pretty much used to adding this much detail in my maps.I have a bunch of maps that i haven't released because their size is huge(example 7-8MB and i've only done 3/10 of the whole map).I'm currently learning modelling so i can switch to source engine.I only decided to enter this contest because i needed a break and it was fun using vhe 3.5 again also thanks to CT you might see some svencoop maps from me soon :)
Posted 9 years ago2014-07-21 08:25:20 UTC
in Atom's 'map from base' Minicompo Post #320534
Crypt as i said what's done is done , atom has his reasons why he choose you so i can't complain on that.After all its his compo so i can't take the prize.
@CT We already talked on steam about this :P and you know that i respect Atom.
Posted 9 years ago2014-07-21 06:56:17 UTC
in Atom's 'map from base' Minicompo Post #320529
Congratulations to CaptainT and Crypt19 for winning.
I just wanna tell you how i feel about this.
This is the same case like with gamebanana sky contest.That's when i build de_newhorizon for 3months and submited it only to find out that a dm_map won.
The half of the map was copy/pasted to the other and it was done in a week and submited it had over 9k wpoly and even the author wrote its unplayable and it still won.
Don't get me wrong i really like the ideas for CaptainT's and Crypt's map but they are both unfinished as everyone can see.
Atom i asked you who won and you said Crypt with
"2:28 AM - A T O M: crypt19 won
2:28 AM - A T O M: like his design the most"
Yes , you liked his design but when you read the rules of this contest its "Your task is to detail and dress up a boring bland base map" which kinda feels wrong that this to won , again saying i really like them both but they as we can see are unfinished.
I'm really not trying to hurt anyone but this is how i feel and what is done is done.
Posted 9 years ago2014-07-20 21:35:13 UTC
in Atom's 'map from base' Minicompo Post #320517
steps up to the mike
I didn't won :
Well congratz to the guy who won.
Posted 9 years ago2014-06-08 13:27:01 UTC
in E3 2014 Post #319682
User posted image
I'm looking forward to seeing FarCry4 and The Wither Hunt Wild Hunt.
Also hoping for Mirror's Edge 2 and Dishonored 2
Posted 10 years ago2014-03-30 14:55:44 UTC
in Compiling large complex map Post #318506
You can try Atoms Compilator link :)
Posted 10 years ago2014-02-22 01:07:05 UTC
in The browser war Post #318037
Well thats true archie opera 12 is far more better but it isn't supported anymore.Still i prefer Opera over Chrome or Firefox because at least for me it looks better it has all that i need and they are updating it constantly.
Posted 10 years ago2014-02-21 23:59:04 UTC
in The browser war Post #318033
I'm sorry but how is opera going to hell?
Have you tried the browser?
It offers everything you said above and its improving , you should try it if you haven't.
Posted 10 years ago2013-08-19 08:44:33 UTC
in Making hammer brushes that don't block Post #315071
User posted image
User posted image
Something like this?
Posted 10 years ago2013-08-16 09:55:14 UTC
in The give-away THREAD Post #314983
I would like Crysis 2 Maximum Edition if its possible =)
Posted 10 years ago2013-07-16 15:08:42 UTC
in TWHL Planet! Post #314207
I was editing before you posted.Im not sure you can do that potatis
User posted image
Lairontopia - We live in peace!