This member has provided no bio about themself...

Comment History  (0 - 30 of 210)
95Navigator
95Navigator @ [ Half-Life 2 : MMod ] v3 Teaser Trailer

Finally someone is putting some C17 EP1 content to good use! Nice work!

I especially love the coding side of this. Just seeing the Combine Soldiers being able to jump obstacles improves their behaviours tenfold.

Im really looking foward to this mod like crazy.

Reply Good karma+4 votes
95Navigator
95Navigator @ Underground

I can see you chose to go with the "organic" Combine, hinted at in the WC sewers.
Nice work!

Reply Good karma+7 votes
95Navigator
95Navigator @ High-poly quake 2 BFG

Nice job! If I have one suggestion is that you should try and remodel the hand/arm as well. Compared to the weapon model, it looks way too blocky.

Reply Good karma+3 votes
95Navigator
95Navigator @ CMA (work in progress), new maps

I simply dont know what they're trying to achieve here as well. It looks good, thats a given for a Cinematic Mod based game, but sure as hell they arent going for consistency, or for respecting the source material.

Reply Good karma+1 vote
95Navigator
95Navigator @ d1_c17_01b - Terminal Plaza

I really really like your take on the building on the right! Nice choice of textures.

Reply Good karma+2 votes
95Navigator
95Navigator @ Cremator and CGuard NPCs (Modder's Resource)

And be ready, because way more things are coming in your way :)

Reply Good karma+4 votes
95Navigator
95Navigator @ The Office Fire - Vending Machines (WIP)

Looking amazing as always. The lighting especially is top notch!

What are your plans for the offices in terms of flow? Will you maintain the fairly linear journey of the retail game, or will you go with the non-linear, all-floors-acessible flow the Alpha build implied?

Reply Good karma+2 votes
95Navigator
95Navigator @ "Ground Zero"

Amazing work, jaw dropping :)

If there is one thing I could nitpick is the presence of Black Mesa sounds. I dunno, I think it should be kept to HL1-era sounds only, including voice lines. But its just my opinion take it as you wish ;)

Reply Good karma+2 votes
95Navigator
95Navigator @ d1_c17_01b - Terminal Plaza

Love the 3D Skybox, but I feel like there are two styles of architecture here: the American skyscrapers and the fairly European-ish buildings in the playable area.

I would try to "Americanize" the Terminal buildings a bit - use old prefabs, more close to the style youre aiming for :)

Reply Good karma+2 votes
95Navigator
95Navigator @ d4_vertigo_01 W.I.P

Nice work! I would suggest ramping up the destruction and the debris. Make tha place feel like it was something - an office, or a residential area, something.

Reply Good karma+3 votes
95Navigator
95Navigator @ The Wormhole

Once again the lighting holy ****.

Amazing beyond words.

Reply Good karma+5 votes
95Navigator
95Navigator @ Communications Center - Service Tunnel Firefight

This mod has constantly shown me some of the most awesome lighting I have ever seen done in GoldSrc. No kidding.

Half-Life level design was awesome, but it was a bit dulled down by a lot of sameness of the lighting choices. Always the same whites and browns.

Vibrant colors like this are what I love! Keep going!

Reply Good karma+5 votes
95Navigator
95Navigator @ Captain Vance concept art

It looks amazing! But I would portray it as being way older... as shown in the RtB snippet of concept art, he was quite an old, elder commander.

Reply Good karma+6 votes
95Navigator
95Navigator @ Half-Life 2: The Abyss

Im really looking foward to this :) Your style seems to be really similar with my style when I started mapping. If you need any Beta advice, or you know, any kind of advice, hit me.

Im the lead mapper of the Insolence mod, in case you're wondering.

Reply Good karma+2 votes
95Navigator
95Navigator @ Unforeseen Consequences - Primary Canal

Love that 90's Quake 2 style lightning.

Youre really capturing not just the feel of the Beta, but the feel of the general map-design in the 90's. This is a real time-capsule. Keep it up!

Reply Good karma+9 votes
95Navigator
95Navigator @ Funnelling

Kinda reminds me of the old Airex HL2 maps... did you take geometry from them?

Reply Good karma+4 votes
95Navigator
95Navigator @ Anomalous Materials [Updated]

I like the interpretation of the Quake 2 architecture. Thats what the beta lab design was all about: less realistic, more Quake-ish.

Reply Good karma+2 votes
95Navigator
95Navigator @ Industrial sector - the main area

As always, ******* amazing work meets the eye here. Not surprised.

As for the problem you presented in the description, well... maybe you could have a sequence or two where you are able to help the workers out in some way. Lets say, a worker is in deep **** trying to find a valve to stop a leak in his machine. He sees you, and he asks you to help him out. And there you go. A nice sequence, using, ahm... "Valve" elements.

Reply Good karma+5 votes
95Navigator
95Navigator @ This is what I call a f**king flamethrower

The goddamn MAX_CHANNELS sound problem.. I guess Im obsessed with sounds, because i get that on half of my maps. How many ambient_generics can I have active anyway?

Reply Good karma+2 votes
95Navigator
95Navigator @ This is what I call a f**king flamethrower

Its really the color that hurts the most. The flamethrower particle fire looks so much threatning and vivid, like it can really hurt you. Is there anyway to edit the color of the EP2 fire particles?

Reply Good karma+2 votes
95Navigator
95Navigator @ This is what I call a f**king flamethrower

The only problem is... that fire effect. I hate the EP2 fire, the old sprite fire looked so much better and natural than the particle crap we got in EP2.

Reply Good karma+2 votes
95Navigator
95Navigator @ Cracking the Code

I know how painful the Beta code can be sometimes... so many outdated stuff...

Anyway I wish you luck on finding help :)

Reply Good karma+3 votes
95Navigator
95Navigator @ Air Exchanger

Loving this!

I have one suggestion however: The place could be a lot more dirty. Im sure the Combine wouldnt particularly care about keeping the place clean. Some of those powder displacements scattered around would be an amazing addition, as well as lots of scattered barrels and general junk props. Kind of like a scrapyard or something.

Besides that, this is an amazing effort! Well see how my (Insolence) Airex can compete with this xD

Reply Good karma+6 votes
95Navigator
95Navigator @ City-17 War concept

I may add that cremator_039 features these exact buildings in very brush, blocky versions.

Reply Good karma+4 votes
95Navigator
95Navigator @ Insolence

We are still quite not sure on the Sackstick concept. Well see. The Sackstick concept is part of one of the earliest Half-Life 2 itenerations, which we arent quite following.

Reply Good karma+3 votes
95Navigator
95Navigator @ New Shotgun Model by Mambridge

We had a reproduction of that model prior to this one. Its basically the same shotgun, but with different animations and positioning. You can see it in the E3 2003 trailer video, being used at the Ravenholm start docks.

Reply Good karma+1 vote
95Navigator
95Navigator @ Video Update: nether_01 by Mambridge

We aprecciate your feedback, and coming from a mapper, even better. Thanks for your support! :)

Reply Good karma+1 vote
95Navigator
95Navigator @ Insolence

Definitely interesting. We will be surely keeping an eye on them. Thanks for the suggestion!

Reply Good karma+2 votes
95Navigator
95Navigator @ News Update: We are Alive!; That Media Update; The Endless Search for Talent

A reasonable amount of knowledge in Hammer (by this, I mean, we dont require you to show off your top-quality Valve masterpiece, but we require you to have a certain amount of skills to be able to produce work of your own), and of course, the more knowledge you have about the Beta concepts, the better :)

Reply Good karma+3 votes
Level
Avatar
Avatar
Last Online
Country
Portugal Portugal
Gender
Male
Friends
Become friends
Member watch
Follow
Comment Statistics
Posts
210
Per day
0.1
Mentions
0
Games
1
Mods
40
Articles
12
Polls
4
Media
166
Downloads
2