Rest in peace Mitchell. Your talents and contributions to the mod commmunity will not be forgotten.
Rest in peace Mitchell. Your talents and contributions to the mod commmunity will not be forgotten.
Incredible work. What's the story with the backpack though? It doesn't look Imperial, it's cluttered and doesn't look sterile or mass-produced like everything else that's Imperial. Or is that intentional?
Flip jet #1 around and make it rocket launcher #4 and I vote for that one.
If not, 1 and 1.
This being a PR website for mods. If a mod wants voters they can do some PR and make a news post amirite?
No complaining that nobody pays attention to 'good' mods that don't bother posting news updates or media. They could be a dead or inactive mod for all anyone knows.
Sweet!
I see the vehicles have mutliple alternative skins, can these be picked manually? Or is it determined by the game?
Going to make first person weapon animations and models? Because if you're not then don't bother.
Downloaded 1.2 Full twice from different mirrors and both were corrupted.
Models look fantastic. Lighting could be improved a great deal, the ceiling appears more illuminated than the floor, despite there being many lights directed at the floor. I would expect a showroom to be more illuminated. The floor could also use some specularity to make it appear polished.
Are there any plans for some of the more obscure British weapons like the Delisle Carbine and Welrod pistol in the future?
What weapons and classes are currently slated for initial release?
Grass looks fantastic!
Looks stunning, great foliage, sky and lighting. I'm thoroughly looking forward to the next release.
It depends really. Steam has reduced my buying of boxed games hugely as it's so convenient and often works out cheaper if you're like me and you wait around for the good deals.
But for some select/must-have titles, if I'm paying a full retail price I tend to still buy the boxed version. I don't think it's quite as satisfying to own a game like GTA IV and have nothing to physically show for it.
We love you Goldeneye: Source!
The colours aren't very Aperture-ish... But they're nice.
It will work so long as you have any source game purchased on your steam account.
Funniest bloopers I've ever ******* seen! I'm in stitches.
Excellent!
Great work! You should make Goliath too!
Needs more illumination. Those light sources are very bright but aren't actually casting much light on anything at all.
I'm very surprised that Research and Development wasn't nominated. It's definitely the most polished singleplayer Source mod of 2009. But I understand that Curse has a lot of great artwork and PR, it's too bad that Curse didn't quite live up to it.
Instead of having Karma + or Karma - buttons for comments why not have 3 buttons: [Agree], [Disagree], and [Spam]?
Agree and Disagree points are shown for the individual comment to show how many people agree or disagree with the opinion but do not effect user karma. Spam is used to bury the comment if it's useless, abusive or immature and users who repeatedly have their comments buried as spam get flagged up.
Refraction is possible using shaders. The Sniper's scope in TF2 for instance.
That scope model needs a lot of work, mainly on the shape. It's definitely not round. More polys would help alot, especially since it's a model that's literally in your face.
Awesome, pure awesome. I'm so excited!
Forget mod of the year, this is mod of the century!
I really love the Enfield sounds! Great job.
The songs are both nice but Echoes particularly feels a little repetitive, it would be really nice if it built up to something, a chorus of sorts later in the track to give a sense of progression with definite 'strong' point.
I really enjoyed Emergence, it stands on its own as being fairly complete but could use a little suspense to break up the track before the melody reiterates later on, also it would be nice to hear the intro re-introduced later in the song as it's both excellent yet very short-lived and forgettable.
thatmangleybloke
Dicky joined
Level designer with a combined 7 years mapping for various Quake-based games and the Source engine and extensive experience and knowledge of Photoshop.