I've been working on many projects. Mostly related to Source engine. Actually pretty much only for Source. Second thing is that I've abandoned 98% of the content I've created.

Comment History  (0 - 30 of 81)
laakkone
laakkone @ Chapter 2: Caves and cliffs (first glance!)

lighting might be too white. otherwise looks neat.

Good karma+1 vote
laakkone
laakkone @ Work In Progress

Valve has officially said, that you are allowed to use any assets freely from Valve games AS LONG AS you use them in Valve game. So you're allowed to port models and textures from L4D to HL2, because they both are Valve games.

Good karma+6 votes
laakkone
laakkone @ Sneaky peeky

look from a distance, it'll look more sharp then :D

Good karma+3 votes
laakkone
laakkone @ Two of a kind

you could make those darker areas more bright and warmer projected texture. also are there any observation rooms?

Good karma+1 vote
laakkone
laakkone @ Chapter 1 - Public Bathroom

Ceiling looks bit empty, maybe add beams or change texture to dirty ceiling panels(like in cs_office). And what Rapsis already said, do something to the lights. Less of them and maybe one or two of them flickering or completely dark. Overall looks neat though!

Good karma+3 votes
laakkone
laakkone @ Testchamber 13 in overgrown.

this is ****

Good karma+2 votes
laakkone
laakkone @ Factum Solus: Episode Two

dem cubemaps

Good karma+2 votes
laakkone
laakkone @ The second test chamber

You can see vacuum tubes just clipping through wall. Add tube entrance model so it looks more natura, I don't remember models name exactly, but I'm sure you'll find it. Skybox is empty. Add something there, nature, wherever that facility exists. Floor could use different texture, or just white tiles if player doesn't have portalgun yet.

Good karma+3 votes
laakkone
laakkone @ Level one - actual screenshot

Looks so beautiful. BTS areas like these with wide visibility with high detail are gold !

Good karma+1 vote
laakkone
laakkone @ Level one - actual screenshot

Looks pretty neat.
Walls could use bit more destruction/missing panels and more bright lighting.

+ I can see on the light cast by projected texture near the ceiling there is soft edge between light and shade. To fix it change FOV values more higher or try to move entity farther to make sharp edges like on the floor and right wall.

Good karma+1 vote
laakkone
laakkone @ Caged

Good work. At least you've added "tideline" overlay on the walls near the goo! :)

edit: platforms over goo needs more tough looking pistons. At this moment they look so weak that when you step on them, they'll crack.

Good karma+3 votes
laakkone
laakkone @ Community Update!

For them who stopped tracking this: Was it wise decision after all? Because we're really getting into this **** real soon !!

Good karma+1 vote
laakkone
laakkone @ New Portals.

I think its better on brighter, even it looks almost same.

Good karma+2 votes
laakkone
laakkone @ A Weighted Decision

Looking good! I like how you mixed cave theme with destroyed textures.

Good karma+1 vote
laakkone
laakkone @ The Inspection

You got it right, Cyber!

Good karma+2 votes
laakkone
laakkone @ Aperture Science

If that blue thing is water, then it looks quite strange, and edges of it looks bit "spiky". Maybe make them smoother and change water texture?
Rest of it is looking greatt!

Good karma+1 vote
laakkone
laakkone @ Aperture Science

Shame that you're not in charge here. In my opinion it looks awesome, even it may look like little bit from P2, at least from this angle. And who knows whats inside there.

Good karma+3 votes
laakkone
laakkone @ Screenshots

Then he must have damn big glasses compared to amount of shards. I think shards are from computers on wall or a ceiling lamp(s).

Good karma+10 votes
laakkone
laakkone @ Third testchamber update.

Agree with Ruby, also, good you've added extra detail to the button! It looks way more interesting now.

Good karma+2 votes
laakkone
laakkone @ The Inspection

That has been in our minds once, but we're staying with Hammer, because of In-Game editor restricts only to 128x128 brushes, entities can't be extra details, like in buttons we currently have nice lighting effect and Editors .vmf file is so messy that it makes my head hurt when I look at the grid.

Good karma+3 votes
laakkone
laakkone @ Lanes

My jaw just fell on the floor.

Good karma+9 votes
laakkone
laakkone @ Small, dark control room

I like that light coming into that room making door shape.

Good karma+2 votes
laakkone
laakkone @ Sparking ceiling

Haha ! That would've been strange though.

Good karma+1 vote
laakkone
laakkone @ Dead and gone.

Oh ****

Good karma+2 votes
laakkone
laakkone @ ...

Demolisher, this is so awesome, since I've seen it before but you really handle overgrown theme! :)

Good karma+1 vote
laakkone
laakkone @ More progress on level 2

Dat fog <3

Good karma+2 votes
laakkone
laakkone @ Behind the Scenes Area

You could change floor texture to other one (maybe) and use warm lighting on lamps(same model you used has warm texture). White quite unnatural. On the other hand, it looks pretty nice!

Good karma+1 vote
laakkone
laakkone @ What could've done that hole?

But from where the gas could've came here? ;)

Good karma+1 vote
laakkone
laakkone @ 15 Advanced

Imo the lighting is too white here. In overgrown places it would be more dark and warm lighting.

Good karma+4 votes
laakkone
laakkone @ In development

Heey! You have same style on concepting levels! Thats very easy and fun way too.

Good karma+1 vote
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