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 98)
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 Nov 20 2013, 7:26am says:

Check Portal 1 version. All walls are metal tiles so you can't skip the energy ball puzzle (except dropping from ceiling to platform). In this image you can see white wall surfaces near the exit. Image > https://dl.dropboxusercontent.com/u/6027747/****/this_different.jpg

Edit: Also ball launcher should be two tiles closer to catcher :d

Skipping is even more easier in this, but I don't know do you have to solve the puzzle anyway to open door.

-1 votes     media: Something's Different...
laakkone Oct 2 2013, 4:17am replied:

Maybe these wip uploads are for those who give feedback what to do better. And "there will be nothing new to see when the mod be done". Don't play the wips then and wait for finished version.

+2 votes     download: Introduction to the Abyss: WIP
laakkone Aug 4 2013, 5:50am says:

Looking good. Looking back at your first posted screenshots and now new ones, you've improved at mapping ALOT !

+2 votes     article: Portal Stories closed beta 1.0
laakkone Jul 20 2013, 10:22am says:

Imo older is better. Just needs more fine tuning. New one is just a circle which I find boring.

+1 vote     media: New Health HUD - WIP
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 18 2013, 12:07pm replied:

I think it's "released" already, since it's said in description of this video, but it takes short time to be accepted by moddb authors first.

+1 vote     media: Factum Solus: Episode Two (RELEASE TRAILER)
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 Jan 13 2013, 8:11am says:

I can tell you shortly succinctly: Quality of your level design is **** and I mean it. Lighting, architecture, environment and layout is boring and uninteresting and needs A LOT OF WORK.

If I were you, I would work on little things, smaller projects and focus on things that needs work. If detail is low, map doesn't attract anyone and I can see this mod / mappack uninteresting, because it's lacking these simple things.

+3 votes     article: We're sinking, cap'n!
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 Nov 17 2012, 5:11am replied:

And it would be even more boring if same kind of boss battles would repeat themselves. If dodging that field is too hard, delete Portal 2

0 votes     media: Fight
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     article: Community Update!
laakkone Aug 22 2012, 3:02pm says:

Looks pretty damn huge town. If I got it right, you are able to choose alternate routes to the goal, right?

0 votes     media: Alyx - Level Design - Birth
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.

+10 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
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Oct 25, 2014
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