09-02-2006, 03:10 PM | #161 |
Join Date: Jul 2006
Location: Austin, Texas
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lol, yep
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09-03-2006, 12:07 AM | #162 |
Join Date: Jan 2006
Location: Southern USA
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tho i still wish i could model....like learn all i need to know in an hour
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09-03-2006, 07:27 PM | #163 |
Join Date: Jul 2006
Location: Austin, Texas
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snarkpit.com has a tutorial
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09-03-2006, 10:01 PM | #164 | |
Join Date: Feb 2005
Location: Finland
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Quote:
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09-04-2006, 07:57 AM | #165 | |
Join Date: Feb 2005
Location: Markham, Ontario, Canada!
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Quote:
http://www.snarkpit.net |
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09-04-2006, 11:10 AM | #166 |
Join Date: Sep 2006
Location: USA
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To early.
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09-04-2006, 04:35 PM | #167 | |
Join Date: Jul 2006
Location: Austin, Texas
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Quote:
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09-05-2006, 10:34 AM | #168 |
Join Date: Dec 2005
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Looks fantastic. Really looking forward to having a look around on this one, even if its in HL2DM. Great job. Hope the gameplay on it matches.
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09-05-2006, 08:20 PM | #169 | |
Join Date: Jan 2005
Location: Montreal
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Quote:
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09-06-2006, 01:01 AM | #170 |
Join Date: Jul 2006
Location: Austin, Texas
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ok? why?
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09-06-2006, 02:37 AM | #171 |
Join Date: Dec 2005
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Keep the chat offtopic it makes me wanna map and post more screenies for attention. Need more weed for inspiration in my final area, hopefully have some more pics soon.
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09-06-2006, 02:58 AM | #172 |
Join Date: Jul 2006
Location: Austin, Texas
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I still wanna know why I need to put my maps horizontely in stead of vertically...
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09-06-2006, 05:31 AM | #173 |
Join Date: Dec 2004
Location: Melbourne
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probably so your sig doesnt look like a big pile of poo
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09-06-2006, 12:37 PM | #174 |
Join Date: Jul 2006
Location: Austin, Texas
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I made it bigger just to botther him :P
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09-06-2006, 05:30 PM | #175 |
Join Date: Jan 2005
Location: Montreal
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It's taking 7 lines of text when it could be taking 2 lines only and look alot better.
My scrollwheel, hand and eyes would be greatfull. |
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09-06-2006, 08:57 PM | #176 |
Join Date: Jul 2006
Location: Austin, Texas
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later on I will put the progress next to it, so it would not look better, but it would look like crap
00000000000000 |
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09-06-2006, 11:49 PM | #177 |
Join Date: Dec 2005
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You should wait until you actually have media or at least a thread outlinging your ideas to link to. Otherwise you may as well have "i carfved a BOCKS in hammur!" as your sig. Especially because you have one map with 3 names thats "10%" done.
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09-07-2006, 01:36 AM | #178 |
Join Date: Dec 2005
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got bored so made some more.
these pics show the enrgy field which will be protecting the last cap point, it will need to be deactivated by destroyig two generators beside it before you can cap. it will also have connectors between the generators and the field, which can be pulled to deactivate it but replaced by defenders to get the power back up. this will lead to some cool situations, ie a spy hiding in the base who gives the signal for the flag to be brought who then pulls the switch, while the defence frantically try to restore it. notice its curved, so another tactic would be to jump the flag in and kill yourself on the field so it drops onto the point ready to be capped when the power goes down. anyway, heres the pics: not really looking for crits, still have a lot planned in this area. just thought id post something new. EDIT oh yeah, would a dev be able to tell me if this model will crash people out when concs are thrown at it? i can imagine some pretty trippy effects going on. ditto with clear water etc. |
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09-07-2006, 06:45 AM | #179 |
Join Date: Mar 2005
Location: In your pants.
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That shit is fucking cool.
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09-07-2006, 08:04 AM | #180 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Pretty nifty.
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