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 82)
laakkone Jun 24 2014, 2:30pm says:

lighting might be too white. otherwise looks neat.

+1 vote   media: Chapter 2: Caves and cliffs (first glance!)
laakkone May 25 2013, 7:14pm replied:

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.

+6 votes   media: Work In Progress
laakkone May 5 2013, 2:10pm replied:

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

+3 votes   media: Sneaky peeky
laakkone Apr 12 2013, 6:36am says:

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

+1 vote   media: Two of a kind
laakkone Mar 17 2013, 11:02am says:

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!

+3 votes   media: Chapter 1 - Public Bathroom
laakkone Jan 28 2013, 9:30am says:

this is ****

+2 votes   media: Testchamber 13 in overgrown.
laakkone Jan 28 2013, 6:19am says:

dem cubemaps

+2 votes   media: Factum Solus: Episode Two
laakkone Jan 14 2013, 6:43am says:

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.

+3 votes   media: The second test chamber
laakkone Dec 22 2012, 7:25am says:

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

+1 vote   media: Level one - actual screenshot
laakkone Dec 22 2012, 7:23am says:

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.

+1 vote   media: Level one - actual screenshot
laakkone Oct 2 2012, 2:08am says:

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.

+3 votes   media: Caged
laakkone Sep 3 2012, 1:19am says:

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

+1 vote   news: Community Update!
laakkone Aug 1 2012, 4:24am replied:

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

+2 votes   media: New Portals.
laakkone Jun 26 2012, 4:55am says:

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

+1 vote   media: A Weighted Decision
laakkone Jun 13 2012, 12:24pm replied:

You got it right, Cyber!

+2 votes   mod: The Inspection
laakkone Jun 13 2012, 1:05am says:

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!

+1 vote   media: Aperture Science
laakkone Jun 13 2012, 12:39am replied:

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.

+3 votes   media: Aperture Science
laakkone Jun 12 2012, 6:21am replied:

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).

+10 votes   media: Screenshots
laakkone Jun 12 2012, 6:18am says:

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

+2 votes   media: Third testchamber update.
laakkone May 25 2012, 10:10am replied:

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.

+3 votes   mod: The Inspection
laakkone May 24 2012, 10:44am says:

My jaw just fell on the floor.

+9 votes   media: Lanes
laakkone May 22 2012, 8:19am says:

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

+2 votes   media: Small, dark control room
laakkone May 9 2012, 11:55am replied:

Haha ! That would've been strange though.

+1 vote   media: Sparking ceiling
laakkone Apr 22 2012, 3:36am says:

Oh ****

+2 votes   news: Dead and gone.
laakkone Apr 20 2012, 8:35am says:

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

+1 vote   media: ...
laakkone Apr 17 2012, 2:26pm says:

Dat fog <3

+2 votes   media: More progress on level 2
laakkone Apr 14 2012, 4:20am says:

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!

+1 vote   media: Behind the Scenes Area
laakkone Apr 13 2012, 3:57pm replied:

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

+1 vote   media: What could've done that hole?
laakkone Apr 9 2012, 3:47am says:

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

+4 votes   media: 15 Advanced
laakkone Apr 8 2012, 1:18pm says:

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

+1 vote   media: In development
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Jul 16, 2015
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