MODDING: - Modding since 2003 including Quake, Q2, HL, HL2. Singleplayer mapping, character skins and level textures - 3D Modeling since 2003 including Lightworks, 3ds max, Blender, mostly organic (character/vegetation) modeling and furniture - Photoshop experience since 2003 and still use it every day in my work - ModDB activity since 2006 PROGRAMMING: - C basics (Visual basic, various applications from mIRC scripts to algorithmic architecture, including some simple HL2 code editing) - python basics including Ubuntu scripting and Blender GE scripts (mouseaim, dynamic WoW-style camera, turn-based combat, etc) MUSIC: - playing and performing piano/keyboards, guitar and drums - digital music composing using e.g. Guitar Pro, Fruity Loops GAME PROTOTYPES BY ME (unreleased): - 3D Lolo-type puzzle game with horror theme - 3D Co-op RPG with turn-based combat on BGE OTHER LIFE: - Student of architecture since 2007 - Architect works since 2011 - Beautiful baby girl and wife :)

Comment History  (0 - 30 of 295)
shadowflar3
shadowflar3 Dec 16 2013, 5:46am says:

Polycount? Looks heavy because of the round and curvy shapes and vanishingly small detail dimensions.

Again the grip is too blocky. I know it will be hard for hard surface modeler but you'll never succeed until you try :)

Give it more generous bevel at least.

+1 vote   media: Directed Energy Weapon
shadowflar3
shadowflar3 Dec 16 2013, 5:42am says:

*woops*

-1 votes   article: We're Seeking Animators! - Updated!
shadowflar3
shadowflar3 Oct 14 2013, 11:37am says:

I like the graphics style, simple and easy to make but not lacking style :)

0 votes   game: Small Tanks
shadowflar3
shadowflar3 Oct 2 2013, 3:53am says:

Very smooth and polished look and feel.

Menus and transitions are swift and looks like you've had to make no compromises visually. Seems like there are no placeholders in this video and yet you have so much content.

You have the key features working so perhaps content adding rate could become even higher in the future?

RPGs require such big worlds but everything suggests you can pull it off :)

+1 vote   media: Festival of Magic Alpha Gameplay
shadowflar3
shadowflar3 Sep 27 2013, 9:35am says:

Just to clear I didn't mean any of that in disrespect.

It's good you pay attention to how things look, many programmers don't. But I think your approach isn't the best solution yet and you might want to consider learning 2D software for creating 2D assets.

BTW here's a good tutorial series dealing with the similar task if you want to make sprites by using 3D models: Gamedev.net

+2 votes   article: Grave of Creativity. A tip for the budget indie lone programmer.
shadowflar3
shadowflar3 Sep 27 2013, 5:33am says:

So much trouble and that is the result. I wonder what's the story behind the title graphics... dare I ask?

+2 votes   article: Grave of Creativity. A tip for the budget indie lone programmer.
shadowflar3
shadowflar3 Sep 23 2013, 3:24am says:

Very impressive features! The level of rendered polygon and collider detail is amazing and seems to be on par with commercial games.

Did you have to make the culling system yourself or was there something implemented in Unity out of the box?

BTW I loved the pun about coder art. But it's not half bad compared to what is usually presented without warnings. :)

+2 votes   article: Son of Nor Dev Diary #48 - Performance Havoc
shadowflar3
shadowflar3 Sep 19 2013, 9:29am says:

This is looking really good, again. Game world looks filled, blooming and well balanced for content without empty areas. Scales and granularities match. I wish more people had the eye for visual design you have.

+3 votes   media: Screenshots from Festival of Magic Alpha
shadowflar3
shadowflar3 Sep 5 2013, 1:46am replied:

Getting education and starting a family? ^^

It's true I had a bit of break from game dev. But I'm back now and I'm better than ever before ;)

+1 vote   member: shadowflar3
shadowflar3
shadowflar3 Aug 20 2013, 5:28am says:

Very nice. I haven't got time to playtest but based on the screens maybe the levels could use more brighter spots and more color.

You should advertise your games more :)

+2 votes   game: Is This The Life?
shadowflar3
shadowflar3 Aug 19 2013, 1:43am says:

Ok everyone who read it as bacon rise your hand .o/

Gameplay looks beautiful and swift, you're almost at the AAA level and you probably know it. I voted for Greenlight and I hope everyone else does as well.

Little things to improve on are run animation/movement syncing (the character seems to do lighter walk/jog before running but actual movement speed is constant from the start?) and perhaps the game world would need a bit more props (visually) although the large sand areas also serve a purpose because of you unique gameplay aspect :)

+5 votes   article: Son of Nor Dev Diary #43 - Run to the beacon!
shadowflar3
shadowflar3 Aug 19 2013, 1:34am says:

Nice. You need to do more areas like this where you go between / next to the buildings. But ultimately it is up to the one who is controlling the paver? Or is it moving on a set track or bounds? What happens if you pilot the paver straight into a wall?

Motion blur is cool and I can't wait to see it on video as things seem really fast on this screenshot :)

+1 vote   media: Paver Motionblur
shadowflar3
shadowflar3 Aug 13 2013, 3:23pm says:

Amazing. Can it really be Blender behind it all? O.o

Did you make of the assets yourself?

+2 votes   article: Siege of Turtle Enclave Beta Released!
shadowflar3
shadowflar3 Aug 9 2013, 10:29am says:

Well, I knew it. My comments get downvoted because I bring the bad news before the author is willing to admit anything. I wish some things would change over the course of years...

shadowflar3 Oct 29 2012, 4:57pm replied: Online
To me that sounds like a mod that is going nowhere as you aren't serious with the commitment you are making with the mod.

One day you will come across some task that is hard and unpleasant, like looking into some bug or trying to recruit people. That will be the day you'll find something else to pass the time and forget about the mod. No?

+1 vote   mod: The Shift
shadowflar3
shadowflar3 Aug 9 2013, 10:19am replied:

After drooling at the screenshots I was disappointed to see you're using Unity :P

+1 vote   group: Blenderheads
shadowflar3
shadowflar3 Aug 5 2013, 4:03am says:

A little bit more information wouldn't hurt if this is actually a released game.

+1 vote   game: The Shadows
shadowflar3
shadowflar3 Aug 2 2013, 5:32am says:

So you made this model and are also listing it in Unity Asset Store? Assetstore.unity3d.com

+1 vote   media: Middle of Nowhere - Screenshots
shadowflar3
shadowflar3 Jul 17 2013, 5:21am says:

You need more infrastructure around the buildings. Roads, bridges, lighting. High-level scifi stuff just bulging out of mountainside looks silly.

+1 vote   media: "Mushroom town"
shadowflar3
shadowflar3 Jul 15 2013, 4:02am says:

Eh, what's with the loads of blue square brushed arranged like that?

+1 vote   media: Chapter One Map Gridview Top
shadowflar3
shadowflar3 Jul 9 2013, 8:31am says:

Reminds me of Anglerfish and Rhinoceros...Angleceros?

Maybe he could have more distinguished textures in arms/legs/torso, there's maybe too much of the same stuff? Have you tried removing the vein pattern from the torso part, I think it'd look cool.

Cheers :)

+1 vote   article: The Red Solstice - creature
shadowflar3
shadowflar3 Mar 22 2013, 10:51am says:

I like the concept but looks odd because there are huge futuristic buildings but none of the city infrastructure like streets, squares, or other traffic areas. Add some more built environment in addition to the buildings themselves.

I can see you are importing the buildings and the terrain from separate models so you'll have a good amount of work in combining them to a good result. Work on the building models, extend some ground planes around the buildings for streets and traffic space and also model some separate generic road section you can clone and stretch between the separate building models. You can tidily end a building model to some sort of wall structure that should join neatly together with the terrain model.

As for the terrain model, it's a good background as it is but you could add some forest masses that extrude out of the terrain (like it was done in FFIX). The rivers should maybe be a bit different color than the sea, maybe tint them towards green or try to make the ocean tones deeper.

+1 vote   media: The level
shadowflar3
shadowflar3 Mar 12 2013, 8:45am says:

You can't pull that off like that, not if the player can walk close to the building. Perspective issues will make it a laughing stock and I don't see a visually beautiful mod like FD going for such bad quality solution.

You need a transparent window texture and actually make the interior ceiling, floor and wall surfaces and some props and columns to fix the perspective issues. You could use image texture for the furniture and stuff that is further back in the building but not everything mapped on the outer shell.

+2 votes   media: FD
shadowflar3
shadowflar3 Mar 4 2013, 2:04am says:

I liked the previous one for some reason, it maybe had more mystery to it.

If you put some guy in the middle of a desert with telekinetic powers and he looks like he has nothing to hide, you need something to explain the setting. But if the character is mysterious, then the player can more easily accept that the story will slowly unravel and the answers will be found little by little.

To make the idea simpler, think of it this way: if he was wearing a black suit he would look very goofy it would be hard to take seriously. But if he was a masked and hooded guy with a cape one would respect him instead and want to learn more about his history. The difference you have between the 2 models is obviously not as big.

+1 vote   article: Son of Nor Dev Diary #24 - Real Life Dev Jam
shadowflar3
shadowflar3 Feb 28 2013, 3:15am says:

Nice structure but I'd rather see you guys using more colors in your world. Not everything is made out of rock and there are different color rocks as well. You don't have to use bright colors, just different hue.

I always wondered why couldn't the character stand on a rock and lift it with telekinesis and fly all over the place?

+3 votes   media: Concept - Tutorial Gate
shadowflar3
shadowflar3 Feb 26 2013, 3:26am says:

Nice, this screenshot is much better than the last couple ones. Stronger colors and somehow the world and objects have become more solid. BTW what does the 1/3 mean?

+2 votes   media: Shaded roads
shadowflar3
shadowflar3 Feb 22 2013, 2:50am says:

Well the DL isn't working for me.

The best way to publish the story is to post it in the "summary" section. You can also add images and text formatting to it to make it look more appealing.

And it is best not to release your full script for everyone to read because it reveals too much. You should think more like making the covers of a book, there's the front and the back with short introduction to the story, characters, setting and conflict.

+1 vote   download: Story
shadowflar3
shadowflar3 Feb 14 2013, 3:15am replied:

Rude attitude? I'll tell you what's rude: recruiting a talented team and a good fanbase, get people following and voting the mod and then the 2 people calling the shots give up because they couldn't foresee that university takes some time.

Community is giving you a pat in the back by downranking my comments (funny minigame around here I don't take too seriously) but I am only concerned about the sheer number of people you are letting down because of selfish reasons. According to your own words there is a team of 20 + applicants and the captain is burning the ship because he can't find time to steer it. You could have passed on or shared your role in the development with some of the other team members if you really feel you can't spare the time on something this important.

Me and everyone else out there WILL judge you, based on all the material you decide to publish, like it or not. If that makes you look bad in some people's eyes, that's your problem, not theirs. Some of the basics of PR for you.

Trying to lash back at me for time management? Time spent on ModDB is not time wasted for me, neither is away from my family or my own project, on the contrary. But I don't feel the need to insult you because you made such attempt. I forgive you.

Believe me, I am actually doing you a huge favor by speaking out loud the things that most people around here only think. It will take time before you can objectively look back at your decision but I'm sure this will sink in sooner or later and you'll be able to learn from this.

+1 vote   article: Mindworld: Project Cancelled
shadowflar3
shadowflar3 Feb 12 2013, 8:47am replied:

Look, if one is serious about game development, university studies don't destroy your work, they improve and support your hobby. One might have less time to do stuff but more tools and better resourcing skills.

Studying in an university doesn't mean you'll have no time for anything you really like and people shouldn't believe that they will be forced to choose between the two just because this mod acted as a poor example.

-3 votes   article: Mindworld: Project Cancelled
shadowflar3
shadowflar3 Feb 12 2013, 8:41am buried:

(buried)

"Uni uni" I've heard it a hundred times but I expected so much more mature attitude from the team. I though you would have been able to consider things more thoroughly than some random beginners with their mods and RL.

Once you guys have kids you learn to better manage your time...

-7 votes   article: Mindworld: Project Cancelled
shadowflar3
shadowflar3 Feb 1 2013, 3:01am replied:

Eh don't worry. Based on the material he won't ever get anywhere near releasing stuff. If he bothered to learn English he might be able to recruit a team and maybe finish something but on his own he won't be able to complete project like that.

+1 vote   game: Pokemon A Jornada
shadowflar3
shadowflar3 Jan 30 2013, 7:24am says:

Wow, thats some nice visuals you got and they are sure to award you guys many glances around here. Strong concept and the game seems to be in good enough shape by the times you put the site up, always good.

Did you build the engine from scratch? Because porting to so many platforms with your own engine seems very bold. That's a good thing, of course :)

I see some creative method of modeling a brick wall which is nice but creates polys quite heavily :)

Looking forward to the teaser and especially gameplay portions.

+2 votes   game: Full Mojo Rampage
shadowflar3
shadowflar3 Jan 19 2013, 4:08am says:

Hey it's a brave decision and I'm glad you're coming forward with it instead of leaving the site to rot in uncertainty. Many folks around ModDB just go fooling the public with meaningless updates and it's not good for anyone. If you've given you've given up.

But you'll have Rapture it in your ideas box and maybe you can put it to use in some other project over the years and decades, who knows :)

+2 votes   media: Bad News i'm afraid
shadowflar3
shadowflar3 Jan 10 2013, 5:04am replied:

You need to keep in mind that release without ending is still better than not releasing anything. If one looks at the stats of mods, the not releasing anything is the true alternative that you need to be afraid and strive away from. The best method used in the field is of course to start by making the beginning and the end, then expand the middle section as much as you can. That way you have 0% risk of not releasing anything if the motivation runs out sometime in the future that is unknown to us all.

DLC is actually a term more for commercial gaming where you pay for something that works on its own and you can get something extra, for free or for more money. While talking about DLC in mod project makes you sound professional, you have to keep in mind that the whole mod is, in fact, just downloadable content regardless on how you release it.

I have developed an indie puzzle game (among other things) myself and what I found out is that you can't really create them on your own, you need to have them playtested and ask feedback about if they really are as challenging, logical and fun as you intended. As you create a puzzle, you know the solution and have done it a hundred times by the time you release the game, and that makes it hard for you to try to imagine how a first timer would go about solving the problems. Sometimes you assume one step to be something different and it easily ruins the whole experience for the player in the end. I hope you are taking this into account at least in some way.

+2 votes   article: The Story of Art Part 2
shadowflar3
shadowflar3 Jan 7 2013, 6:19am says:

Nice. It's now more different from Portal. Some of the signs look out of place but it's no biggie.

Now just be done with some of the levels and release something. You can do closed beta or open alpha to see how folks respond to the puzzles and gameplay style you have in mind before you start mass-production of the levels. I assume the plot allows the mod to be released even couple levels at a time if you must?

+2 votes   article: The Story of Art Part 2
shadowflar3
shadowflar3 Nov 26 2012, 5:13am replied:

Well you could go and make death prophecies for all the mods and only less than 1% of them would turn out to be wrong. So few mods manage to finish.

And BTW If someone thinks university keeps you too busy to make mods, wait till you have wife and kids. I'm saying, if you aren't going for a profession in video game industry, try to find the time for your hobby, because that is something that will only get harder in the future.

+1 vote   article: What's happening
shadowflar3
shadowflar3 Nov 23 2012, 9:14am replied:

Assuming you know how to edit the code, google is your friend.

+1 vote   mod: Digit5
shadowflar3
shadowflar3 Oct 31 2012, 2:54am says:

Nice concept. Is that black thing some sort of bullet-proof shield that can be lowered onto windscreen?

+1 vote   media: D-Star Cellextine - Police Van Concept
shadowflar3
shadowflar3 Oct 29 2012, 4:22am says:

I love the way the different lighting compliment one other here. The atmosphere is there. And there's still space for shady corners as well, exciting!

It's a shame that most people only use neutral shades of light and miss out on the potential.

+2 votes   media: Maintenence Locker Room
shadowflar3
shadowflar3 Oct 25 2012, 2:09am says:

Another STOLEN image from Crossfire FPS, not something you created. Also reported to ModDB.

Source: Crossfirefps.wikia.com

+1 vote   media: Combine Snipe Model!
shadowflar3
shadowflar3 Oct 25 2012, 2:07am says:

This is not "new combine model", the image is stolen from Crossfire FPS. Reported.

Source: Crossfirefps.wikia.com

+1 vote   media: Combine Model
shadowflar3
shadowflar3 Oct 24 2012, 9:13am says:

Overall proportions look nice but details like hands need more work, palm needs to be thicker etc. You also need to sort out smoothing groups as they look pretty bad. Blender handles the thing with Edge Split modifier and sharp edge vertex option. They also seem to export correctly to the .smd file.

For the mod itself, I'm not a big fan of remakes since it takes a huge amount of work to make a source mod to turn out anything like the original games in you aren't making just some generic FPS. It's an ambitious task and I hope you didn't get the idea of remaking a game just because you wanted to model this character.

+1 vote   media: Phor Fighter
shadowflar3
shadowflar3 Oct 22 2012, 5:06am says:

Well its a kitchen.

The painting is too big, it looks awkward like the kitchen was designed so that there was an exact slot left for the painting. Who would cram the painting there when there are lots of free wall area available?

Also my eyes are burning because of the default light prop cloned everywhere. HL2 should have included more light props to begin with but I personally like to leave the model out entirely until I find suitable one. Often you can also construct good looking ones with brushes as well, the old-skool way.

+1 vote   media: Kitchen
shadowflar3
shadowflar3 Oct 22 2012, 5:01am says:

Nice atmosphere, but it needs more polygons IMO. Maybe part of the wall bricks could be crumbled down or there could be some water canal in the floor.

The lights are nice like that but the prop models feel slightly out-of-place.

+4 votes   media: Facility Entrance
shadowflar3
shadowflar3 Oct 22 2012, 4:22am replied:

Good answer :)

+1 vote   media: Character Jack Lawson - Concept Art (New)
shadowflar3
shadowflar3 Oct 19 2012, 4:10am says:

Well it's neat but so ordinary. I see little point in concept art if you aren't doing something new and groundbreaking. A modeler could have just as easily used some reference photos of existing riot cops, no?

BTW what does EMP stand for besides electro-magnetic pulse?

+2 votes   media: Character Jack Lawson - Concept Art (New)
shadowflar3
shadowflar3 Oct 18 2012, 9:10am says:

I don't get it, nothing is happening? Are you planning on filling it with zombies or something?

The place is deserted and there's no mystery in it. Same walls same floors repeating, I wouldn't even want to explore the place.

+1 vote   media: Chapter 3 "Welcome to hell"
shadowflar3
shadowflar3 Oct 5 2012, 5:55am says:

Soooooo?

These are something you could actually find lying around the building that you can use for navigation?

Do you have a map system like RE, the player finds this and then he discovers the rooms? Or is this just a texture that you can zoom in on when you find one?

Since I have actually produced this type of documents for real buildings I want to comment that the fire protection equipment is always placed in hallways, not in rooms. Put the actual indoor fire hydrants in the hallways in corresponding places, they make the place look more realistic. Google real products such as Gras HW-52 and use them as reference.

+2 votes   media: RPD maps
shadowflar3
shadowflar3 Aug 1 2012, 4:02am says:

Too much. If the gap was this bright then you wouldn't be able to decipher the lighting differences in the rest of the room, meaning the rest of the room would need to be black.

+2 votes   media: FD
shadowflar3
shadowflar3 Jul 6 2012, 2:04am says:

IMO the drawings (which seem to be the point in this screenshot) are too low quality to be shown in this scale. It looks like someone scanned a crayon drawing and scaled it up by 20. Too much primary colours with little colour blending, too much visible lines and too much white background shining through, outlines are visible etc. This makes the images look like off-scale drawings rather than paintings.

I would strongly recommend one of the Photoshop filters that mimic various painting techniques to clear away whichever drawing techniques you used because it doesn't work in this scale. But the sceneries themselves in the drawings are nice and you should definitely make things like this yourself if you have the inspiration.

The architecture on these shots still needs some serious work. You need mouldings, ceiling structures and more detail in general to make it look good. Not to mention furniture, railings, light fixtures and lighting itself, there is actually little to show here.

+1 vote   media: Dark World
shadowflar3
shadowflar3 Jun 29 2012, 6:31am says:

You are not really showing a whole lot in these images. I hope the actual gameplay won't be consisting of just running in the dark with flashlight.

This elevator looks nice, detailed and realistic but I wish you would be more creative. Maybe they made elevators a bit different in Mars than in America? Nobody's going to prove you wrong even if you do something original in your setting.

+1 vote   media: MtM
shadowflar3
shadowflar3 Jun 28 2012, 6:05am says:

A great post, Kevin. I wish all the mods had people like you in charge.

I think the fair amount of work you have poured into textures and mapping is really showing in the screenshots you have posted throughout the development. They are providing an excellent backdrops and settings to whatever you want to take place there. I think the audience - the mod watchers - have shifted their focus on the development of characters, enemies and weapons as well.

As for the NPCs, my advice is to hang on to your standards whenever you can. But I wish that the quality issues won't prevent you from ever releasing mod. In a mod community it is not a big deal if you will fix something with a patch or another beta version later on. Using sort of placeholders is acceptable, and if I were you I would work on the crucial matters that must be solved before the mod is playable at all (if there are such).

I would say you have already made a good decision about the gameplay hours and amount of levels already. And remember to scrap and save for later the things that you don't see finishing in time or at all. Lower your release aims rather than postpone the release date.

I know you don't probably think about releasing so much and it might sound like a distant thing, but I think it is important to have some schedule and some aim. Try setting some deadlines for yourself and the team (you don't have to publish them) and see how well you can hold on to them. Ask yourself things like: If I had to publish the mod in 2 days, what would I do?

Things like this will guide your thoughts on the right things and makes it easier to prioritize the many things you must be dealing with.

+3 votes   article: June 2012 Update
shadowflar3
shadowflar3 Jun 26 2012, 3:28am says:

Nice idea and good atmosphere.

Couple of things:
- Don't make stairs with 1:1 ratio (going and riser) although it seems to be the common principle in HL mapping. Wikipedia actually has a very good article about how to dimension stairs. Dimensioning them more like in real life will make them look more realistic.
- You shouldn't do railings like that in HL2. A simple model would do that you can clone around. If you have a modeler, ask him to make model like in the railing you have there.
- Maybe you could loose the cheap artificial light and have more dramatic lighting from the window with light rays and particle mist?

+3 votes   media: FD level design
shadowflar3
shadowflar3 Jun 14 2012, 7:00am says:

Nice, but since they are so nice you have to be careful not to overuse them :)

+1 vote   media: Crates ingame
shadowflar3
shadowflar3 Jun 7 2012, 4:02am says:

If by story you mean the thing you have written in the top part then I don't know if it's "stupid" per se. Whatever you are redoing now, maybe you could put some more effort into writing it more like something you read at the back of a book. Don't tell everything you know. Get the peoples attention by revealing just enough information with interesting choice of words etc instead of sorta blurting them out. Could you tell the story from Reese's perspective instead of an objective narrator? It is the role in which you are trying to fit the player.

Hope you get your Steam back soon.

+1 vote   article: Making it again.
shadowflar3
shadowflar3 May 25 2012, 3:02am says:

I'm sure many people can't appreciate these kinds of screens but I think these are amazing. Maybe it's because I work with construction business and see steel beams and columns with support structures every day.

+2 votes   media: Air
shadowflar3
shadowflar3 Dec 22 2011, 6:09am says:

Are the rotation axes important for the mod? I wish you went into this level of detail when it comes to weapon design, though.

+1 vote   media: Demonstration of Hydraulics
shadowflar3
shadowflar3 Nov 3 2011, 4:58am says:

Suspended? I wonder why. Well good luck with the mod, hope your team is being productive :)

+1 vote   article: Updates?
shadowflar3
shadowflar3 Oct 13 2011, 6:37am says:

Looks too Quake. Add door frames and more details like panels and subdivisions to surfaces.

Whats up with those spikes and an octagon? I'd think teleporters should look more technical, blinking buttons, lights and glowing halos, complex metal framings, bolts and screws and wires?

+2 votes   media: Teleporters
shadowflar3
shadowflar3 Oct 12 2011, 6:22am says:

Its freeeeeeezing!

+7 votes   media: Finished Hands (un textured)
shadowflar3
shadowflar3 Oct 3 2011, 1:47am says:

I just love how you put the building together but the wall is quite brutal and unrealistic. At least adjust brushes and align the texture for matching vertical seams or bricks, but I suggest dropping the whole gap thing, they're usually only found in castles where they have a defensive purpose: getting better firing position. You could just leave it even and put little batches of snow on top of it here and there.

+2 votes   media: Shaverea map
shadowflar3
shadowflar3 Sep 8 2011, 4:08am says:

That's some really nice looking chair! My only concern is the polycount, it seems pretty detailed? I bet it's over 5000?

+3 votes   media: Eli Apartment Chair #2
shadowflar3
shadowflar3 Sep 8 2011, 4:05am says:

Lose the brand or make one up for your own, it's lame to promote IRL brands, also possibly even illegal.

Maybe you should also make one with an indentation for brush if you want to use these to display in-game camera feeds?

+5 votes   media: Eli Apartment TV
shadowflar3
shadowflar3 Sep 5 2011, 8:51am says:

Oh, the shades of grey! Perfect.

+1 vote   media: Meatheads
shadowflar3
shadowflar3 Aug 23 2011, 1:43am says:

Great screenshot, once again. Excellent composition, stuff in the foreground, middle, and background and in between. There's light and dark and they create good sense of space.

You seem to have excellent mapping skills or maybe you're just very good at choosing where to take the screenshots? I'd have to guess you are professional photographer or graphic designer. :)

+5 votes   media: Layers
shadowflar3
shadowflar3 Aug 22 2011, 6:36am says:

Do you use any reference images? The structure seems a little off from what I've seen used in hospitals.

I wouldn't spend too much time modeling this kind of routine stuff, you should concentrate on making things that are MORE essential in conveying the scene. The mother with animations, for example. It is, in my opinion, only after you've got the vital things somewhat done that you should start working on the polishing aspects. Until then you should use default HL2 models or just brush blocks as placeholder items.

+1 vote   media: Labour Bed
shadowflar3
shadowflar3 Aug 22 2011, 1:35am says:

Beauty! I can't believe I'm the first to comment this. How would this look like with your (new?) awesome cross-streching clouds-skybox you have in your other outside shots?

+1 vote   media: Somewhat better map
shadowflar3
shadowflar3 Aug 19 2011, 9:57am says:

Not too bad, comparing to the rest of the screenshots. OFC you need more props but what I'm more concerned about is brush architecture. HL1 could easily manage that level of detail, even Quake 1 could pull that off. You need to be able to map in details like window benches, little stone slating on the sides of pavement, couple of stairs leading up the doors, roof cornices, for example...

Also consider: how should one cross from one door to another without stepping on the grass or jumping over the stone slab (soon-to-be-fountain perhaps)? Things like this aren't realism per se, but they simply make your maps look better.

- Just friendly advices ^^

+1 vote   media: Pic
shadowflar3
shadowflar3 Aug 18 2011, 7:10am says:

I'm guessing this wasn't done in Valve Hammer? :P Seems cool though, there's plenty of places to hide for a demented soul or two...

+2 votes   media: Level Design Concept
shadowflar3
shadowflar3 Aug 18 2011, 7:08am replied:

I was just referring to this:

"but we will se maybie our little small project will turn out good or it wont"

Doesn't seem like people should get their hopes up?

+1 vote   mod: Alone.
shadowflar3
shadowflar3 Aug 18 2011, 5:53am says:

Yes we do.

+5 votes   media: Do you like it?
shadowflar3
shadowflar3 Aug 17 2011, 2:40am says:

Not very original and you aren't putting much effort into making this? Well, at least you're being honest...

+2 votes   mod: Alone.
shadowflar3
shadowflar3 Feb 20 2007, 4:25pm says:

Big surprise. I wouldn't even consider giving CPR.

+1 vote   mod: ElfenLied
shadowflar3
shadowflar3 Feb 20 2007, 8:00pm says:

Very nice screenshots, I hope you two students don't pass your school before you release this mod so we can all enjoy it! :D

+1 vote   mod: Katrinas Erbe
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