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.

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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.

Reply Good karma+6 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?

Reply 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!

Reply Good karma+3 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.

Reply Good karma+3 votes
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.

Reply 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 !!

Reply Good karma+1 vote
laakkone
laakkone @ New Portals.

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

Reply Good karma+2 votes
laakkone
laakkone @ A Weighted Decision

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

Reply Good karma+1 vote
laakkone
laakkone @ The Inspection

You got it right, Cyber!

Reply 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!

Reply Good karma+1 vote
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).

Reply 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.

Reply 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.

Reply Good karma+3 votes
laakkone
laakkone @ Lanes

My jaw just fell on the floor.

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

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

Reply Good karma+2 votes
laakkone
laakkone @ Sparking ceiling

Haha ! That would've been strange though.

Reply Good karma+1 vote
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!

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

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

Reply 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.

Reply Good karma+4 votes
laakkone
laakkone @ Afterword level demonstration

Its on all textures I think, it can be fixed by changing its scale to 4.00 and 7.25 + HDR compile to make it more dark

Reply Good karma+1 vote
laakkone
laakkone @ Wake up

Reply Good karma+1 vote
laakkone
laakkone @ Intro remade again

Now this looks much more better, I like those factory concrete walls more than old observation ones. Good job !

Reply Good karma+2 votes
laakkone
laakkone @ Wake up Mr. Rat Man

"Wake up Mr. Rat Man ...and smell the ashes"

Reply Good karma+5 votes
laakkone
laakkone @ Slight Late Australia Day Update (Dead?)

Woah, I like that lobbys huge screen !

Reply Good karma+2 votes
laakkone
laakkone @ Chapter 4: Time and Gravity

I see but imo it looks quite weird.

Reply Good karma+2 votes
laakkone
laakkone @ INFRA

gun free puzzle solving, like in testchambers without portalgun.

PS.Did you know that Valve had an idea to create Portal 2 game WITHOUT portal gun.

Reply Good karma+1 vote
laakkone
laakkone @ Chapter 4: Time and Gravity

"tideline" overlays to walls where toxic goos surface cuts.

Reply Good karma+2 votes
laakkone
laakkone @ Chapter 4: Time and Gravity

If you have longer than 128 units long fizzler. You could split that into 3 parts, left and right side with "fizzler_left/right"(length 64 units) and center with "fizzler_center", then click fit on each side.

PS. I don't remember exactly correct names for textures, but you'll find out !

Reply Good karma+2 votes
laakkone
laakkone @ The Inspection

When it is finished, Its not even in half way.

Reply Good karma+4 votes
laakkone
laakkone @ The Inspection

Nope, you're slowing up the time or freezing it totally. Everything affects to it, except player.

Reply Good karma+5 votes
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