Looks cool from the side, but I agree with piedoom that it needs more in the way of the third dimension
Wait, so will we get to swab stuff to death with enormous, filthy Q-Tips?
I think the left one fits most with the rest of the armor.
Does it really have the little lcd screen thing on both sides, or is one of the views flipped?
I dunno, it's not like it's firing a really powerful cartridge, or is disproportionately light in comparison to the cartridge fired. It looks about right to me.
Is there a way to turn off bloom without turning off specular maps and other DX9 effects?
Nice, daytime Deus Ex!
What does Mudbox do, anyway?
The Dukester Takes His Rightful Place Amongst the Animes
Very nice sketch
I don't know what you guys are on about, it looks exactly like the picture!
holy ****, I need to have a mask of this guy's face
Looks really nice
Also, it's really great that Cry of Fear is still going along at a good pace, since, when devs get hired by game companies, they often kind of leave their mods to atrophy
he looks a lot less messed up than the original hookman; this guy looks like he just got back from a barbeque or something
still looks really good though
Wow. Now I'm really, really looking forward to this mod.
I don't think I would want to work in this lab!
№ 2 looks the most balanced.
I think this guy is going to need some Toilet Paper after this
Aw. Too bad.
Pretty selfless of you to release all of your work like this, though.
nice work duders
Did you guys get a go-ahead from GSC Game World?
Cool, a mod that uses a Latin title without groanworthy bad grammar!
I like mods with dream sequences, and I also like dynamic stories. I wish for the best for your mod!
has better graphics than quake 2
XCIX looks great ingame, the picture really doesn't do it justice!
I found these things to be hard to read, because of the small area that a large amount of text is squeezed into, combined with the low color contrast between the text and its background. Having larger, scrollable text might help.
Cool idea, but I hope it's executed well. As far as I can tell, the pathfinding for Source NPCs is pretty good, so hopefully it won't bug out too much. Does this still apply if there is a wall between you and the NPC but it can still see you, or is this prevented somehow? Further, will monsters be able to easily move physics objects out of their way?
Still, to me, it seems like this might be less prone to ruin the game in the event of bugs if you had the blades do only a small amount of damage but also make the NPC invulnerable while it can't reach the player.
I did think it was funny that you could just jump on monsters' heads in AOM:DC, especially because, what with the way their heads move, you'd think the player's feet would get absolutely shredded!
Wow, I think that the eyes are the best I've seen on any houndeye model, and that's important for a houndeye.
Oops, I must have missed that.
Just tried out 1.6.
It's a lot of fun, and though there are occasional crashes which are to be expected with a beta, the load times are not bad, which is pretty rare for a Source game. I like the minimal hud, and there's a lot of tension created in the gameplay without it becoming too slow-paced.
However, I did notice that while I was using the officer classes which use SMGs, it seemed far easier to get kills; a large part of it was because of the close-quarters advantage of the SMG and the pistol over everything else. Perhaps you've already considered this, but I think that a sidearm for the rifle classes would remedy the problem. But I suppose that the maps have a good balance of big spaces and tight spaces, so maybe it's not needed.