Look at me, becoming active. After the long break of high school, and two years of college, I'm back. I'm not going to act like you all missed me because I'm pretty sure you don't remember me. But damn! I'm still in the top 300 on this site, somehow. So now that I've gotten on my feet, and I'm not longer trying to manage a company of 30 when I'm 13, I can focus on real stuff. I'm not expecting to do anything big right now, but I may release some litle map packs just for fun for the next year or so, and maybe I will be able to do something real in the future. So stay tuned! In case you're really confused, I used to go by Reeze17, and before that I was Assassin17.

Comment History  (0 - 30 of 2,127)
ReezeTheVampire
ReezeTheVampire @ Details

You guys have certainly shown us some VERY professional work. You have definitely stepped it up a level as far as Half Life 2 mods that occur within the world of Half Life 2.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Transformer

This is one gorgeous screenshot. Just a great use of everything that the Hammer Editor has to offer.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Dawn & Dusk

I like some of the custom content you guys appear to be using. Top quality stuff.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Back Room

Oh man, this looks really nice. It has good lighting, interesting room design, and some nice use of textures. Good work, keep it up.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ lol

This is showing some moderate improvement. No more weird mystery lights, some alternate levels, and some nice layout (i think) down the alley.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ test image for cit_02

Do you have a plan for filling up this massive room? It is a huge space, and it's going to take a whole lot of work to make it feel purposeful and interesting. Maybe try to split up the space with some areas of raised ceilings, maybe some sections on a higher level that the player needs stairs to get to, maybe some pillars, etc. Basically what I'm trying to say is if you fill up this space, try to avoid just adding tons and tons of props, but instead try to alter the room itself to feel more full.

I love the single washing machine in the corner.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ monthly update

I figured it was WIP. But I thought I'd through in my two cents anyway.

Good karma+9 votes
ReezeTheVampire
ReezeTheVampire @ monthly update

Looks a little on the plain side. have you tried adding pipes or beams or something to the space to give players a little more to look at? Maybe some slanted pillars along the sides ever twenty feet or so, and the periodically have a pipe or something running across it horizontally. I think that could really liven up the canal.

Good karma+6 votes
ReezeTheVampire
ReezeTheVampire @ Expensive!!!

Hey, way to keep your watchers informed on the situation. I hope it all goes well for you, good luck with your exam.

Good karma+2 votes
ReezeTheVampire
ReezeTheVampire @ Bunker Exit And More

I really like the use of color here. The contrast creates something that is really nice to look at, but not too much. The lighting here also seems to be significantly more interesting than many of the other maps.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ 1

It is generally a good idea to post images of the finished product. Posting content of barely completed work tends to give them the impression that you are unskilled within the editor, and remove their interest. People like to see professional, excellent, finished work. Not only that, but openly admitting that you hardly put time and effort into a map is in really poor taste.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Contamination: A Half-Life 2 Mod

I'm honestly wondering why you have five pictures of one single, relatively small room.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ 1

I',m liking the space. But I definitely think adding some pillars or other support structure could really add to the space. I also think the lighting could use some improvements to really bring life to the area.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Open Bunker

Oooh, I'm liking the atmosphere here. have you tried making it a little foggy?

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Death Camp - Better lighting

It's a bit yellow for the white light models you picked, but this has a lot more atmosphere to it. Still a bit bright for my taste, but I think that's what you're going for here.

Good karma+2 votes
ReezeTheVampire
ReezeTheVampire @ Better lighting

Oh man, this is lice to see. I'm sorry I've been so pushy, but it was definitely worth it.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Image 1

I can honestly say I'm struggling to tell what is happening here. I think improving your lighting, texture work, and brushwork is extremely important for you to be successful. If you learned how to make good, clean brushes to begin with, this map would already be improved 200%. It would have more detail, more contrast, more interest, and would look significantly more professional.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ city 101

Not to be offensive. And please do not take this personally, but I believe you should get more practice and experience with using source before attempting to make a mod. From what I have seen, it looks as though you are VERY new to the source engine. I would advise working with source (watching tutorials, looking at professional maps, or just getting to know the engine through practice) before releasing a mod.

Good karma+4 votes
ReezeTheVampire
ReezeTheVampire @ ASCC Concentration Camp - Fixes

I'd love to see a bit more interesting lighting here. The room could have some great atmosphere if you used light_sports on the ceiling light and no other lights. If you could do that, and make the room a bit dimmer by doing that, this would be a really gorgeous space. There is a lot of nice texture work and detail within this space that gets a little drowned out by the brightness and lack of contrast within it.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Cremator in canals

This has a much nicer attention to detail than many of your previous maps, I'm really liking the improvement you have shown here.

Good karma+3 votes
ReezeTheVampire
ReezeTheVampire @ Luminati's Sound Samples

Some pretty good sounding stuff here. I'm not a big fan of the voice acting, but the ambient sounds are fantastic.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Alpha 0.4 Update

I really love the level of detail shown here. You've used a ton of decals to really create some atmosphere. I also really like the running lights down the hallway, I can't believe I've never thought of doing something like that! It's subtle, but creates just enough light that the place is dark, but no flashlight is needed.

Good karma+2 votes
ReezeTheVampire
ReezeTheVampire @ Docks

I like the variety of buildings here. Just out of curiosity, will you be adding some type of lighting to them? A spotlight ot two coming off the roofs and onto other buildings could go a long way to make the scenery pop, and make the place feel a little more real.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ CG:S 2016 Docks

Looking pretty good here. I really like how you've done the lighting on the docks. I will say that the concrete looks a little barren for the building you are on, though. It could be nice to add some decal work and maybe some extra brushes with different textures (like other concrete textures and maybe stone/brick or even metal support beams) to liven up the appearance; make it a little more visually interesting. But that's really just nitpicking.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ Vertigo

Ooooooh, I really like the sky and big window. The lighting here is pretty nice too, keep up the good work.

Good karma+4 votes
ReezeTheVampire
ReezeTheVampire @ screen4

I'm not asking for any money at all. I don't want to get paid, I do this for fun. I'm just saying that if you email me the .vmf file, I could load it into source, make it pretty, then send it back.

Good karma+2 votes
ReezeTheVampire
ReezeTheVampire @ Loading Bay

I've been working in source for about eight years now. I can't do the more complex parts of source, like forced optimization, scripting, or sequences, but I have gotten really good at brushwork and texturing.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ screen4

I see. Well, if you would like, I'd be more than happy to edit your maps if you sent them to me. I'd do the best I could to keep the original feel of your mapping, but I'd also be able to polish them up, and hopefully make them a little prettier.

Good karma+4 votes
ReezeTheVampire
ReezeTheVampire @ Loading Bay

To be compared to that classic is an honor.

Good karma+1 vote
ReezeTheVampire
ReezeTheVampire @ ASCC Concentration Camp - Done

I really think this map could benefit from having more texture and brushwork. Maybe put a different type of concrete texture on the ceiling and floor. You could add some support beams to the ceiling as well to give it some extra stuff to look at.

Good karma+1 vote
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