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95Navigator
95Navigator Jul 14 2014, 6:58pm says:

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.

+3 votes   media: Industrial sector - the main area
95Navigator
95Navigator Jun 16 2014, 4:41am replied:

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?

+1 vote   media: This is what I call a f**king flamethrower
95Navigator
95Navigator Jun 15 2014, 8:52pm replied:

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?

+1 vote   media: This is what I call a f**king flamethrower
95Navigator
95Navigator Jun 15 2014, 8:27am says:

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.

+1 vote   media: This is what I call a f**king flamethrower
95Navigator
95Navigator Apr 1 2014, 4:14pm says:

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 so many outdated stuff...

Anyway I wish you luck on finding help :)

+2 votes   article: Cracking the Code
95Navigator
95Navigator Mar 19 2014, 11:32am says:

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

+6 votes   media: Air Exchanger
95Navigator
95Navigator Mar 13 2014, 5:35pm replied:

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

+3 votes   media: City-17 War concept
95Navigator
95Navigator Mar 3 2014, 8:23pm replied:

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.

+2 votes   mod: Insolence
95Navigator
95Navigator Feb 17 2014, 6:07am replied:

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.

+1 vote   media: New Shotgun Model by Mambridge
95Navigator
95Navigator Feb 12 2014, 2:13pm replied:

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

+1 vote   article: Video Update: nether_01 by Mambridge
95Navigator
95Navigator Feb 12 2014, 4:37am replied:

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

+2 votes   mod: Insolence
95Navigator
95Navigator Feb 1 2014, 2:39pm replied:

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 :)

+2 votes   article: News Update: We are Alive!; That Media Update; The Endless Search for Talent
95Navigator
95Navigator Feb 1 2014, 7:55am replied:

Glad you recognized the Depot! :)

+1 vote   article: News Update: We are Alive!; That Media Update; The Endless Search for Talent
95Navigator
95Navigator Feb 1 2014, 7:51am replied:

It really comes down to the Beta concepts being appealing and interesting to us and to many modders, so we are doing our own unique take on them.

Thank you for following us :)

+1 vote   article: News Update: We are Alive!; That Media Update; The Endless Search for Talent
95Navigator
95Navigator Jan 31 2014, 7:16pm replied:

If you search the Beta Concept Arts a little bit, youll instantly recognize this one :)

+3 votes   media: Development Screnshots (WIP)
95Navigator
95Navigator Jan 29 2014, 8:05pm replied:

We are not directly going to remake the E3 maps, but they will be overhauled and integrated into the main flow of our storyline.

+1 vote   mod: Insolence
95Navigator
95Navigator Jan 18 2014, 5:02pm replied:

We have a lot of chapters to show you guys. Hang in there with us.

+3 votes   mod: Insolence
95Navigator
95Navigator Dec 24 2013, 12:08pm replied:

Mostly we are going to use the resources the Beta offers us, plus some extra models we found of interest on the Internet.

Though if we feel the need, we are certainly going to make models of our own.

+1 vote   mod: Insolence
95Navigator
95Navigator Dec 16 2013, 5:23pm replied:

I think its going to be quite the opposite. But well see.

+1 vote   mod: Insolence
95Navigator
95Navigator Dec 10 2013, 4:41pm says:

Would you guys please stop with this drama ********? If theres a troll, the best anyone can do is not ******* minding him and leaving him to rot.

As a simple mapper, I really want this mod and the Beta community in general to go foward with its achievements and objectives. I really do. But we are not going anywhere if we are constantly acting like retarded 10 year olds filling our comment page with absolute junk.

The comment page is for discussions about Insolence, its development and its future plans. Its a page for people to say their opinion about this project and what should be improved. Its NOT a page for pointless and ridiculous e-fist fights. Leave that to personal chats and messages. But NOT HERE, for God's sake.

So please, TheZealot, as a member of this team, I say: just block that retarded ***-child. Stop with this non-sense. Theres amazing work being done and even more amazing things to come. And those thing scannot leave space for this childish behaviour.

Excuse my long-rant, but I really needed to vent this out after seeing this sad **** going on here.

This is the last youll ever hear from me about this.

+3 votes   mod: Insolence
95Navigator
95Navigator Dec 4 2013, 8:05am says:

How long it took you for that behemoth to compile? Damn.

+2 votes   media: Sweet ass static lighting
95Navigator
95Navigator Nov 26 2013, 6:03am says:

I find it rather clear yes. The color choices are spot on though.

+8 votes   media: New factory sector skybox
95Navigator
95Navigator Nov 19 2013, 6:43am replied:

Ok I accidently replied as a guest. **** me.

The thing is I am without internet at this moment, sadly. However, I can promise excellent quality stuff is coming. Rest assured, even without internet connection, amazing work is still being done here.

+1 vote   mod: Insolence
95Navigator
95Navigator Oct 28 2013, 6:41am replied:

We have our first, full media update coming soon :) Stay tuned, because this mod is nowhere near dead.

+2 votes   mod: Insolence
95Navigator
95Navigator Sep 14 2013, 8:00am says:

It seems strange to me that plants are even possible to grow anymore, considering the years of constant combine industrial pollution. But as I am aiming for total nature extermination, your direction might be a little different from mine.

Theres really no other thing I can think of, you nailed this.


+5 votes   media: Canals Improved — part II
95Navigator
95Navigator Sep 14 2013, 7:51am replied:

Yes we will. Im working extensively on the exploration chapter as we speak. Dont worry, some prety cool stuff is on the way.

+1 vote   mod: Insolence
95Navigator
95Navigator Sep 11 2013, 1:43pm says:

And as I thought I was doing a great job, comes this bastard with these pictures dammit ._.

Just kidding, amazing work as always ;)

+5 votes   media: Canals improved
95Navigator
95Navigator Aug 25 2013, 6:17am says:

Holy **** am I in an alternate dimension? o.o

+2 votes   media: Combine Helicopter
95Navigator
95Navigator Jul 24 2013, 6:40am says:

Just a quick question: did you fixed the AirEx campaign all by yourself?

+3 votes   mod: Dark Interval
95Navigator
95Navigator Jul 10 2013, 8:20pm replied:

Be very afraid of Father Gregori, The Pentagonal Monk. Coming to a theater near you in November, 2019.

+1 vote   media: Level Demonstration - d1_c17_02 (WIP)
95Navigator
95Navigator Jul 4 2013, 2:09pm says:

I also share his opinion. I absolutely prefer the old fashioned caption icons. They just fit better and give off that Beta, old game feel. These ones, while being awesomly made, are just too... modern.

+2 votes   media: Weapon icons
95Navigator
95Navigator Jul 4 2013, 6:02am replied:

"Welcome... TO MY LAAAAAIR.... OF LOVE <3<3<3<3<3<3<3<3"

We at Combine Inc. love our human slaves with all our heart and mechanized soul. So weve been secretly building, inside this huge tower, a candy machine that will give out candy for everybody! Rejoice! Love the Consul! That was his idea!

*Note: The candy is made with residual deposits from the Air Conditioner, our love-spreading air machine. They will be even tastier than normal candy! <3<3<3<3<3

+2 votes   media: Consul's office of hurt
95Navigator
95Navigator Jul 4 2013, 6:01am says:

Holy **** its up to me to decide?

#feelingimportant

By all means we will add it, dont worry. But the old Combine theme will have to be implemented. Those forcefields are way too "retail", so to speak. I can take care of that.

+1 vote   media: Consul's office of hurt
95Navigator
95Navigator Jul 3 2013, 1:26pm says:

So you decided to use retail Combine models I see. Nice job, Im looking foward to how that decision turns out.

+3 votes   media: Consul Office Update
95Navigator
95Navigator Jun 30 2013, 8:58pm replied:

Anyone with a decent eyesight can tell Sprites apart from Models... they would have to be used smartly... otherwise I see no problem with that.

+1 vote   media: Level Demonstration - d1_c17_02 (WIP)
95Navigator
95Navigator Jun 30 2013, 1:18pm replied:

My fight with the "too many faces" problem didnt lasted even 2 minutes. I literally said "**** it" and started working on e3_industrial.

The trolley ride: either it will be something like a fade to black and load, or Im going to implement c17_road. Yea, it would take quite some time to make all the proper enviromnent transitions, but damn the final result would be godlike.

I love how the Citadel turned out to be. With just a few more details, it will be top notch.

About the yellow textures, what you are seeing is what I consider to be an early, futuristic version of the Consulcast monitor device. Those yellow textures will be replaced with TV screens and the overall device will be much fancier.

This has literally no fog at all. If people like it that way, I will certainly leave it like this.

+1 vote   media: Level Demonstration - d1_c17_02 (WIP)
95Navigator
95Navigator Jun 9 2013, 5:47am replied:

The Combine Desert Launcher has some entities that are not into our code yet sadly... but it will definitely be in our storyline.

+2 votes   media: Combine Concepts - Combine Surveillance Booth
95Navigator
95Navigator Jun 5 2013, 5:53pm says:

A small village of calm after a storm... I like it!

This could be the place where you find Odell and his sub.

+1 vote   media: 'nother sky test
95Navigator
95Navigator Apr 17 2013, 7:15pm replied:

You will see all kinds of funky traps that take advantage of the physics system. There will be the e3_town traps, those you mentioned, the retail HL2 ones, traps that are in test maps, etc...

+1 vote   media: d1_quarry_01 (e3_town)
95Navigator
95Navigator Apr 6 2013, 10:06am replied:

Do not jump on my bandwagon just yet. Im going to use these particles for the "thin" smokestacks while for these "fat" ones, Im going to use another particle system.

But anyways, create an info_particle_system. Put it where the env_smokestack would be. The particle system name is smoke_dog_v_strider_dropship. Put Yes on Start Active. And voila.

Hope this helps.

+1 vote   media: Smokestack Particles Test
95Navigator
95Navigator Mar 29 2013, 9:04am replied:

Grab Immolator, activate W+M1 mode. xD

+2 votes   media: e3_ship (aka theIneedmedkits! map)
95Navigator
95Navigator Mar 27 2013, 10:25am replied:

Not on a decent PC. With an Intel GMA you cant really see the graphical quality.

+1 vote   media: d1_c17_01 Update
95Navigator
95Navigator Jan 30 2013, 10:29am replied:

Will do it. The map itself is pretty detailed already; its the screenshot location that sucks.

+1 vote   media: d4_ruins_01
95Navigator
95Navigator Jan 28 2013, 3:14pm replied:

Its not just a bunch of smokestacks, its a complete industrial wasteland. But I will try it.

+2 votes   media: d1_escape_01
95Navigator
95Navigator Sep 26 2012, 12:59pm replied:

Yes.

+1 vote   media: c17_01 - Industrial Area/Trainstation
95Navigator
95Navigator Aug 30 2012, 10:51am replied:

proto_docks has so much potential... and your fix looks amazing!

If you want, we can work together on it...

As for the long compile time, try to compile it with fast vvis. It almost makes no difference, trust me.

+2 votes   media: nov_bor_001
95Navigator
95Navigator Aug 26 2012, 8:20am replied:

Im a beginner in this thing of mapping (2 months...) but taking all of those brushes and making them into one giant func_detail makes it harder to edit. The leak maps often do that and I find myself ungrouping non-stop just to edit one tiny brush.

Besides I dont think entdata affects the map that much.

+1 vote   media: d1_Garage W.I.P 2
95Navigator
95Navigator Aug 25 2012, 4:34pm replied:

Maybe its because those handrails are brush-based.
Env_projectedtexture doesnt work on my PC sadly.

+1 vote   media: ruins13 final
95Navigator
95Navigator Aug 25 2012, 6:15am replied:

Its a flickering light, its bright for you to see the tunnel.

+1 vote   media: ruins13 final
95Navigator
95Navigator Aug 24 2012, 6:31am replied:

Hmmm... You know whats funny? All you seem to do around here is complaining. I havent yet seen a single screenshot of your work on this mod here. Care me to show? Hmm? No? Aww.

+1 vote   media: And yet another sniper_street01 update
95Navigator
95Navigator Aug 23 2012, 7:38am says:

Im working on this too.
If you want we can help each other on this map.

+1 vote   media: ruins13 (old fix)
95Navigator
95Navigator Aug 10 2012, 5:15pm replied:

I actually plan on adding lots of detail to them. The buildings themselves are fine.

This is the work of a single day anyway, the map is way different now.

+2 votes   media: sniper_street01 WIP
95Navigator
95Navigator Aug 7 2012, 3:03pm replied:

Wow...

Is there any chance you could make a prefab out of that cylinder and send it to me?

That cylinder you made looks awesome for a pipe.

+2 votes   media: antlion_cave01
95Navigator
95Navigator Aug 7 2012, 1:50pm replied:

Of course I did that. The only problem is that somehow it creates an endless loop, where the textures are always getting aligned even though they were already.

Thats why im trying to find a different texture.

+2 votes   media: antlion_cave01
95Navigator
95Navigator Aug 7 2012, 11:13am replied:

The textures in the pipe apparently are impossible to align correctly. Ive been struggling to find a perfect texture for it...

+2 votes   media: antlion_cave01
95Navigator
95Navigator Jan 17 2011, 4:53pm says:

AllRIGHTTTTTTTT!
Keep doing a great job!

+1 vote   media: Borealis
95Navigator
95Navigator Oct 20 2010, 2:40pm says:

On - FPS: 12
Off - FPS: 51

WUT????

+1 vote   media: HL2: EP2 - Natural Shaders Pack Comparison 4
95Navigator
95Navigator Oct 18 2010, 4:37am replied:

No it makes it look like 2009.
Or even 2010.

+1 vote   media: HL:S - Enhanced Shaders Showcase Comparison Video
95Navigator
95Navigator Oct 15 2010, 4:38am says:

Looks like HLS has been updated with the Source Engine 2009.

+1 vote   media: HL:S - Enhanced Shaders Showcase Comparison Video
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