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Comment History  (0 - 30 of 137)
corigami
corigami - - 137 comments @ Magazine System Introduction

It seems a bit silly that EVERY time you reload a magazine you throw it to the ground. If there's no rush I don't see why you wouldn't just place it back in your inventory when changing mags.

Perhaps you could have two reloading actions, a fast and a slow. Hitting R once could reload slowly and put the magazine back in your inventory while double tapping R reloads faster and tosses the mag, (or maybe holding R vs tapping it once, respectively)

Good karma+1 vote
corigami
corigami - - 137 comments @ NMRiH wins PC Gamer's Mod of the Year award!

Really? -7 votes just for saying that this mod isn't the best thing to come out in the past year? I completely understand people disagreeing with him, but going apeshit with the negative karma over extremely mild criticism is just childish. For this community to be of any value to modders, the comment section needs to be more than a circle-jerk of compliments. Downvote comments for being rude or useless, not for expressing an opinion different from your own.

Good karma+9 votes
corigami
corigami - - 137 comments @ Acanthus Operator sculpt

Excellent. My only complaint is that the jumpsuit looks a bit too bunched up around the crotch, like it's tucked into something instead of just snugly fitting.

Good karma+3 votes
corigami
corigami - - 137 comments @ Gameplay | The Garage

The fight itself looks great, but the emergence of the antlion guard is pretty sudden and uneventful. I think you could do a bit more to play it up by building suspense before, just a couple ideas:

-have a dead antlion near the entrance to the arena
-have the ground rumble a bit as the player walks across the garage in addition to the falling debris sounds you already have
-have the player's following rebel acknowledge the dead antlion, the antlion hole, or the rumbling with a quick line
-have the rebels react to the antlions when they do emerge with shouts/gestures in addition to the music cues you already have

Also, the player has no reason to not walk straight through the garage to the gate, and doing so would leave them unfamiliar with the arena when the fight begins. Giving the player something to do before the fight (open some crates in far corners, a quick puzzle) gets them familiar with the arena and feeling safe, hopefully making the fight surprising but not overwhelming.

I haven't said it anywhere else yet so I'll go ahead and say it here: Amazing work, I don't know whether to be more excited for the game itself or the improvements you're making to the development kit. I wish I could be a part of this project.

Good karma+3 votes
corigami
corigami - - 137 comments @ Update

You know what's worse than a "first" comment? An entire page of unnecessary insults in reply to it. Just give it a -1 and keep your wit to yourself unless it pertains to the content being commenting on.

And yes, I see the irony in the comment.

Good karma+3 votes
corigami
corigami - - 137 comments @ "Real world" civilian WIP sculpt

Great sculpt, but there are a couple things that look off to me. Having the bottom of her shirt spread out like that makes it look like her hips are bloated outwards and her bottom shirt button is about to bust off. It also looks a bit too far between her knees and heels. It's hard to tell with her arms spread, but it looks like her fingertips end near her crotch instead of mid-thigh where they naturally would fall.

Good karma+1 vote
corigami
corigami - - 137 comments @ Introduction

The room looks far too bright for being solely lit by ambient light from the windows. The light you used in the middle of the room is very obvious but has no source and looks strange. Other than that, the room looks very good.

Good karma0 votes
corigami
corigami - - 137 comments @ Kwaidan - A Story to Start It All

You should be designing your maps to look dark, not be dark. In their current state it's hard to see anything without straining your eyes and would be painful to play.

Good karma+7 votes
corigami
corigami - - 137 comments @ Cellblock A7

This looks very good. Just a few things bother me: Textures are worn unevenly; the F5 on the floor is in perfect condition while the railings barely have any paint left on them. I'm not sure I like the floor lighting, but if you stick with it I think it would look a little better if you made it less warm. Also, it doesn't make much sense to have crates stacked randomly around what appears to be a functioning prison cafeteria. Doesn't a huge prison like this have any closets or store rooms?

Good karma+1 vote
corigami
corigami - - 137 comments @ Call of Pripyat Complete

I'm having the exact same problem. It began as soon as I entered the tunnels to pripyat. I changed the graphics settings to the absolute minimum as was suggested on your website, but I'm still having the problem. I need to get back to Zaton to get the gauss rifle repaired, so this is a game breaking problem :c

Good karma+1 vote
corigami
corigami - - 137 comments @ Reactor Comparison (Source Beta, Prelude)

In my opinion, the bottom one is way too noisy. I think the main problem is that there's no real color scheme, just a bunch of bright neon colors that clash. I can't imagine it being very easy to pick out an enemy in an environment this cluttered.

Good karma+2 votes
corigami
corigami - - 137 comments @ Dead Before Dawn official release

How does developing for L4D2 make someone a "mindless zombie?" I recognize that you're STILL part of the L4D2 boycott so I'm not really expecting an intelligent response, so I'll answer that question for you: It doesn't. There is absolutely nothing wrong with developing for L4D2. Give it up already, L4D2 has gone for $5 on sale before. Even the steam L4D2 boycott group members have been buying the game on sale, every other comment is "I just bought the game on sale for a reasonable price"

Good karma+2 votes
corigami
corigami - - 137 comments @ CM10.90 with Enhanced HDR

I am really not to fond of some of the texture replacements. The walls, ceilings and floor are all the same shade of grey.

Good karma+6 votes
corigami
corigami - - 137 comments @ Arctic Insertion

*squints*

Good karma+1 vote
corigami
corigami - - 137 comments @ Block Wars

"[Modeling Position Requirements:]
-Own a modelling program."

Gee, you're sure setting the bar high there.

Good karma+2 votes
corigami
corigami - - 137 comments @ OF2 - City 14 (OLD)

By "my standards" you must mean the standards by which you led over half a dozen failed mods, right? The same "standards" that got you banned from this community for sexual harassment? You sure set the bar high.

Good karma+6 votes
corigami
corigami - - 137 comments @ Demo Release of Wilson Chronicles released!

--Part 2--

I'm glad you added a little more functionality to source's dynamic lights

The original half life sounds you are using are very low quality compared with the rest of the sounds, I'd prefer you didn't use them

Not a fan of the shallow water texture in the office, it looks like there is wind creating ripples on it

Please do not make the alien spawns a sucker punch. Spawning them in one place at a time is fine, but when the vortigaunts spawned I had no way of knowing there was one behind me and when I took cover from the other two it almost killed me. This feels very unfair.

Why is there a circuit board sitting open on the HEV charger? Makes the machine look damaged/fragile

Secure access doors are inconsistent. I could open the first one by pressing a button, the rest can't be opened by pressing the same button

I'm not a fan of the bullsquid texture. The yellow looks strange and gives it way too much contrast. The bullsquid has a lot of weightmap problems, the ragdoll looks terrible.

There's a chainlink door after the charging bullsquid that has no lock and is ajar, but can't be opened

Blocking the LOS from houndeyes doesn't stop you from taking damage from their blast

After the two zombies in the sewer, there are multiple levels of water rendering and it creates a hall of mirrors effect in one of the levels (one level before the ladder, one after)

Lighting is almost exclusively red, white and yellow. very bland

Steep learning curve, but the gameplay was fun once I was used to it.

Feels different than the HL games, but still reminiscant of HL1. I like it.

Silly ending to the demo. You die, then you're told TBC. Continue what? watching your corpse rot?

Overall it was very good and I look forward to the final release.

Good karma+4 votes
corigami
corigami - - 137 comments @ Demo Release of Wilson Chronicles released!

So I have some random jottings from while I was playing the mod. Maybe you'll get some use out of it.

Intro was long and dragged out. Ridiculous amounts of camera shake. Logo looks like raven studio's.

Very jarring start to the game.

Ironsights weren't bound to any key by default, only worked on the pistol.

First houndeye fight felt unfair and difficult, especially for being the first encounter with any enemy in the game. There was no warning and I was surrounded without knowing it. I backed up from the first group into the other, eventually I ran farther back while picking up weapons that I guess were lying on the ground. Picking up new weapons during a fight was a pain because it automatically switches to the new weapon, so instead of a pistol I'm suddenly using an smg and then a shotgun.

When the flashlight was pointed at near surfaces sometimes it wouldn't render parts of it, usally only half would render when this happened.

Crosshair is very faint, almost useless with some weapons.

Why can't you break the vent at the bottom of the stairs? It's even ajar. Misleading.

First level is very difficult.

Grenades are thrown very unrealistically, they fly. Strange, takes a bit to get used to.
new particle effects are nice, but a little over the top. Explosions are huge.

An idle animation for the fists would be nice, you can't tell which weapon you have out because they are hidden when not attacking

Good karma+3 votes
corigami
corigami - - 137 comments @ School Shooter: North American Tour 2012

Only someone with the user name "GangstaRebel" could possibly generate such an intelligent, thought provoking comment as this.

Good karma+6 votes
corigami
corigami - - 137 comments @ Dock, Breakwater, Lighthouse

Who the hell upvoted this idiot? Even "the best ****" isn't perfect and could strongly benefit from criticism, which was what cool-d is giving. I don't see anything wrong with the fact he doesn't spam the comments section with "HOLY **** SO GOUD OMG" for every semi-decent piece of media released.

Good karma+4 votes
corigami
corigami - - 137 comments @ ORION - Mystery Days Event - Day 02

What exactly is hinting at single player or coop? All I see is concept art of soldiers that look strikingly familiar... Oh right, they are in the current multiplayer release of Orion, only they are yellow. But here they are blue, which MUST mean that there will be a single player campaign. Really, what makes you think this is evidence of sp or coop?

Good karma+1 vote
corigami
corigami - - 137 comments @ Firearms Source 1.0 Release

In all honesty it felt crude and unpolished in almost every respect. The controls were clunky and buggy, I struggled just to zoom in and out with the sniper rifles. Apparently you have to be completely still to zoom in and fire, which was extremely awkward. Sometimes I had to push one key to change a fire mode, and for another weapon I had to push a different key. At it's core, the gameplay was barely more than a hl2dm reskin, only in hl2dm camping wasn't a problem. I do not see the sniper rifles as being balanced. The one hit kill weapon was ridiculously overpowered and it was not fun to play against someone using it. The weapon models and environment art ranged from decent to mediocre, I was pretty disappointed.

Good karma+21 votes
corigami
corigami - - 137 comments @ Solomon skin WIP

Don't overdo the wrinkles, they look a little ridiculous on the sleeves.

Good karma+1 vote
corigami
corigami - - 137 comments @ The Winning Smile detail concept

Where are the nuclear wessals?

Good karma+7 votes
corigami
corigami - - 137 comments @ Player hands finished

Those hands are really tan for a guy that's been underground for so long.

Good karma+1 vote
corigami
corigami - - 137 comments @ 1934 International Engineering and Motor Expositio

It really isn't lit like they're showcasing those vehicles.

Good karma+3 votes
corigami
corigami - - 137 comments @ FAKEFACTORY CINEMATIC MOD

The random spotlights seem like a really lazy way to light the level. There's absolutely no reason for them to be left lying around, powered. Surely you can find a more realistic lighting solution? I would love it if you'd add headlights to the jeep like the air boat has.

I'm also really not a fan of the jumbo jet. It doesn't fit well in the HL2 world, it should be nothing but scrap metal at this point in time. I know you aren't focusing on realism but even film makers avoid the blatantly unrealistic.

Sorry for the overall negative comment, I am really a fan of what you're doing and I'm looking forward to playing this.

Good karma+8 votes
corigami
corigami - - 137 comments @ FAKEFACTORY CINEMATIC MOD

Using such a high resolution texture on a prop this insignificant is just a waste of resources.

Good karma+2 votes
corigami
corigami - - 137 comments @ Flashlight - Ingame

(buried)

The texture is very plain, unless it's brand new it should have a few scratches, worn paint, dirt, etc.

Good karma-7 votes