I suppose that is a good way to ignore my questions. You could have at least messaged me the answers. Good luck with your project.
I suppose that is a good way to ignore my questions. You could have at least messaged me the answers. Good luck with your project.
streets lack detail, but the general shaping looks nice. If its just a test map I guess it doesn't matter the amount of detail lol.
I think it would be easier for you guys to post everything you arent going to improve, because you guys are going into crazy detail. I will buy this game solely based on the incredible work shown here.
So did anyone else reread that big nerd fight?
good idea, executed in a creepy manor.
Well I'm glad to say that. Now that I know you'll actually read this, Id like to tell you something you already know and have thrived on. You're good at this. Have you considered releasing How-Tos or are these your secrets? I've looked at some of your other works and noticed that this isnt your first piece of yours that I've admired.
Anyways, what do you plan to implement into this mod that makes it different then the original? Any features, coding or the like? Or can we expect more information in future updates relating to coding?
The volume differences are quite irritating.
I watched the video on your "moving" water/clouds, and I noticed that you had the video set to a 3x time lapse... I think that the speed shown in the video achieves the expected atmosphere for Dear Esther. A slow boring speed Would not capture a players attention, while a faster speed creates a more hectic mood, and reinforces the "alone on an island" feeling.
I have a feeling that these comments aren't read... lol.
Now to make some new animations, I wouldnt even care if they looked the same as long as they all walked differently!
Though Ive never done animations, so I dont know the difficulty of it...
agreed, thats part of what made the original so good.
This made me LOL. Good job though, the code included in source sucks. Useless when it comes to aiming.
Umm... Did I just go through marriage counseling with my husband? I'm done with video games.
J/K, that was very well done. Much better then the first.
If nothing else, darken the tile texture. It looks awful. Also, where the fire is burning, the ceiling is clean... way off. I don't know if theres a decal for that type of situation, but it needs one :p
Otherwise this looks awesome, your outdoing Valve at their own game.
Ok, I'm glad to hear that. Good luck, hoping for a release soon.
How the hell did you go from that first song to the third? Did you make the third one? If os it is ******* brutal.
It looks good, but its so flat. The sidewalks are boring, so clean and bare. There is never a completely flat terrain. I was so impressed with the first mapping releases, but this one is somewhat disapointing compared to your earlier work.
If you look at this screen and the older one, a few things stand out:
The lighting here is bland.
The textures are dirtier.
The skybox is lighter, creating a darker and more stunning skyline.
The roads and sidewalks look better.
Not that this isn't good mapping, it is excellent. Good spacing, and good job at identifying the text styles of that time.
If this is just a beta, please post pics of when it is done, I love the style given off by the first screens, and I was hoping for the professional mapping throughout the mod.
Good job so far guys.
(buried)
Amazing. You know, back in the day, the Air Force used its money for things like defending the U.S., rather then advertising to gamers who will most likely never join the USAF.
Not even HL2 took that into consideration, AlCool. But you made 2 contradicting statements; You are correct, no one would notice the ceiling bumps, and it would only be a feature that players look at once and say "cool" then never notice again.
The only thing I can imagine looking ok is realistic ceiling paneling with a few panels missing, and displacement of the panels to give them the broken down feeling that the rest of the map craves.
Tharapita: You put it into words wonderfully. Video games exaggerate on purpose, it derives an emotional feeling from the player. However adding in the details that make a room or hallway more realistic just adds to the quality of a map. Adding trim, bumpmapping ceilings, creating grooves in tile textures... All this adds to a map, but the props still bring out the fantasy in it.
A Thong? I hope this is OLD, and unused.
Umm.. battling zombies in this weather would be ******* gay. darken it, fix the skybox texture, and some sort of weather, rain, snow, just something.
A bit boring, looks like hes rapping, lol. lose a shoe, gross *** feet showing, maybe.
(buried)
brutal. small head? cancer patient?
Umm... are all zombies young males? Well it makes sense, only men go to hell...
"Boobies... BOOBIES..."
You're challenging one of the most popular multiplayer games ever, with... fancy graphics. The source engine uses different physics, and thats what makes CS:S so exhilerating.
YOU MISSED DA POINT.
But I'd still like to see how it turns out. Are you going to recreate CS:S maps? Kinda pointless if you don't.
So... you're recreating a game on an engine that most people can't run... and mocking an even better engine that has unbeleiveable mod-ability? Wouldn't you have to have used the source engine for a while to even know about CS:S?
Source > Cry
Bright colors... reused animations, and pretty nice effects. The puzzles were fun... the coding for the "Mummy Destroyer" was very well done. Very unique feature. I'd need more then this to go on, this was basically a level introduction (or so I hope). I'd like to see more enemys, different mapping styles, and maybe more challenging puzzles.
taylorinalaska
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