I'm 15 years old and have been a dedicated online (PC!)gamer for around 8 years now; and a modder for almost 5. I like mapping and messing around in photoshop, and recently I've been getting familiar with modeling programs.

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Lockdown323 Aug 21 2012 replied:

Well very early build != bad, hardly functional build. Your followers aren't in the team, we don't know how much better it will get. From our perspective, this is all we know about the physics system and we want to make sure you're improving it.

I also hate to see the way you're replying to some of these comments. Game developing might be frustrating as hell, but try to stay professional.

+3 votes   media: VERY Early Physics Test
Lockdown323 Aug 10 2012 replied:

So... why post pictures of it? If you know this is low quality work why would you promote your mod with it?

Nothing wrong with showing WIP screenshots though, just make sure they're of a suitable quality so your followers don't get the wrong impression.

+3 votes   media: Early Hospital Screen
Lockdown323 Aug 7 2012 says:

If the mod is so planned out and ready to go for the potential early release, why not just release it then? Are you holding the release back just for this PR stunt?

0 votes   news: Grey Pre-Release News #3
Lockdown323 Jul 6 2012 says:

Yay Agustin Cordes!

+3 votes   news: Asylum Status Update
Lockdown323 Jul 3 2012 replied:

Was going to basically say all this.

Your art is fantastic, but it's basically carrying the game, the level design seems like an afterthought to just cram everything in there.

With it being a multiplayer game, viciously prototype levels with basic geometry until you're satisfied, THEN go over in art passes.

It also looked a little choppy, hope it was the recording doing that!

+2 votes   news: New Environmental Video
Lockdown323 Jun 12 2012 says:

Looks alright for a BETA tbh.

+1 vote   download: de_dust2_css_beta
Lockdown323 May 10 2012 says:

Quick, somebody make a mod for PC split-screen!

+3 votes   news: Minecraft: Xbox 360 Edition is NOW OUT!
Lockdown323 May 4 2012 says:

While you're cranking out models, model some pieces to use for railings! It'll be a lot tougher to make them look good with brushes.

Also, I think making the roof slanted or adding some detail to it would benefit the room.

+3 votes   media: Training map update
Lockdown323 May 4 2012 says:

LOVE that wall texture, though the lights look a little plain in comparison.

+1 vote   media: Tunnel
Lockdown323 Apr 24 2012 says:

Botanicula is at least as good as Machinarium was, and THAT is a huge feat.

+2 votes   feature: The Humble Botanicula Debut
Lockdown323 Apr 24 2012 replied:

Yeah if you look only at the small scale you may think that.

But playing through an area with a lot of action or movement, the only thing that players will remember and notice is the big picture, the combination of every element of the map coming together.

+1 vote   media: OF2 - Urban Chaos
Lockdown323 Apr 23 2012 says:

Extremely good and professional looking art direction, great job!

+3 votes   media: Slum Shacks in the Woods
Lockdown323 Apr 22 2012 says:

THIS is mapping, pay attention to the skybox; that's what gives so much feeling to a map like this, it gives it a location, a meaning.

Take notes.

+48 votes   media: OF2 - Urban Chaos
Lockdown323 Apr 17 2012 says:

I like the vein on its back.

+2 votes   media: OF2 - Houndeye
Lockdown323 Mar 12 2012 says:

Nothing wrong with playing it safe for your first commercial title :)

Just look at Dear Esther!

+1 vote   news: Many Big News Time!
Lockdown323 Feb 21 2012 replied:

Surely linking that must be against the rules of the site??

+3 votes   download: De_Aztec for Counter-Strike: Global Offensive Beta
Lockdown323 Feb 17 2012 says:

The mo-hawk one(first on second row) is noticeably worse looking than the others, not sure if it's the weird angle or what; it may bring out the weird shape of the skull? I'd look into it tbh.

The others look great, especially the undead human things.

+1 vote   media: Give me head, hoooo ho hoooo...
Lockdown323 Jan 14 2012 says:

I apologize but the way the bottles are on the floor are funny!

Make most of them fallen over, and the lightswitch is too large next to the door.

Maybe some grimey decals on the floor or walls too, to make the place more dirty.
Very nice props and textures btw!

+2 votes   media: Screenshot
Lockdown323 Jan 11 2012 says:

"As said, this map won't be ingame. It's just a prototype/programmer-art asset."

"...It's just a prototype/programmer-art asset."



0 votes   media: Pre-alpha screenshots
Lockdown323 Jan 9 2012 replied:

For real, alpha buyers are *conveniently* not mentioned anymore, maybe we'll have to email Mojang about this?

+2 votes   news: Where is My Update for Minecraft – Pocket Edition?
Lockdown323 Dec 21 2011 replied:

10,000 likes for nudes of every team member. Yes, even the girl.

+1 vote   news: Cry of Fear - Release date
Lockdown323 Dec 19 2011 says:

Good article! So many gamers and modders think they'll get a great job in the developing business, when it just isn't realistic most of the time.

+3 votes   feature: Insider Tipps: Publishing contracts and publishing deals
Lockdown323 Dec 6 2011 says:

Quite the lazy eye there!

Good job, gives the model a 'warmer' appearance.

+2 votes   media: Subsurface Scattered Skin and Eye Shader
Lockdown323 Nov 26 2011 says:

Keep it like that in Normal (weapons and ammo/health pickups glow) In Easy though, put a glow on objectives as well. Then in Hardcore allow no glows at all.

In the Easy and Normal difficulties allow the glow to be turned off, for people who just want easier enemies.

+50 votes   media: Item Glows
Lockdown323 Nov 9 2011 says:

Please replace the water splash effect! Lol that's all I can complain about.

+1 vote   news: Water Release Date
Lockdown323 Oct 12 2011 replied:

Maybe for a portfolio...? I really don't know, it seems completely useless to make a high poly model in HL, I agree.

+1 vote   media: Concept 5 First try with Zbrush :)
Lockdown323 Oct 12 2011 says:

Not nearly as good as your indoors mapping, here's some help!
-The rocks on the right side of the picture don't look very good, it seems like you spammed props one on top of another, I'd look at more reference photos perhaps?
-The road texture also seems too blue-ish (roads usually seem darker) and it also looks too clean to be in a desert.
-The area looks a little too hilly in general, and from the view it looks too boxed-in and linear/cramped feeling.
-The lighting also seems off, the skybox is so bright yet the shadows are dull and even the bright areas lack a real brightness.

Although I said your indoor stuff is better, this isn't ugly! Just a lot to improve on.

+4 votes   media: Introduction
Lockdown323 Oct 10 2011 says:

Not much loss of quality from the high poly! Excellent work from your team.

+1 vote   media: Marauder View Hands
Lockdown323 Sep 29 2011 says:

13,000 wpoly? I'm surprised the engine doesn't crash.

+3 votes   download: Frames per Second Test ! :)
Lockdown323 Sep 7 2011 replied:

In other words he ********** slightly after reading through the news post and/or viewing the image included.

+3 votes   news: Pushing Onward
Last Online
Feb 16 2013
United States United States
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