hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.

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VaTTeRGeR
VaTTeRGeR @ Sewers

Really nice!

Reply Good karma+5 votes
VaTTeRGeR
VaTTeRGeR @ Australian Police And Media Outraged Over Grand Theft Auto mod

News: Shows how player exclusively plays as police-officer and attacks criminals.
Also News: "Video game modified to allow players to attack NSW police"

what

Reply Good karma+8 votes
VaTTeRGeR
VaTTeRGeR @ Overflow release

Wow, this is really worth playing if you haven't!
This mod captures the essence of Hl2 in just 15MByte and cranks it up a notch with awesome map design and the feeling of an interactive and well planned environment, that not only looks and feels convincing but also works with vertical movement for a change.

Only thing i can really bitch about are 2 badly lit pipe props and a bitchy ladder that worked only after the 10th try, everything else makes more of an HL2:EP3 impression...

Just awesome!

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Underhell

The major bottleneck is probably your cpu, i get good to average framerates on an Q9650+gtx960 system. There are portions where my fps dips quite a bit though, even if it's just some more npcs, underhell can be overly cpu heavy in some areas.

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Aliens (TC) 2017 [v 1.2]

Nope, no change. I'm playing on gzdoom 2.30. This is the point where the bug occurs: Youtu.be I'm not able to go through either corridor.

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Aliens (TC) 2017 [v 1.2]

Great Job! I think i found a map-bug though: Imgur.com
You cannot pass this corridor and the one 90 degrees to the left (although it's empty). Also the lamps hang in the air...

Reply Good karma+3 votes
VaTTeRGeR
VaTTeRGeR @ Maintanence

Nice layout, nice brushwork, good atmosphere! I like the floor and the overall design, the red light creeping around the corner is great!

The dynamic shadow on that cogwheel is a nice touch.

The break in the wall is a bit too perfect to be believable.
(the rest of the wall is completely undamaged after such a large amount of bricks has been ripped out? Also no bricks/rubble laying on the ground?)

The brushes holding the pipes are a bit rectangular and fat, they could also break the flow by getting the player stuck when he runs against them.

Good work!

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Boiler Room

You really got the ceiling and walls nicely detailed but the pillars stand out like a sore thumb.

You could easily make them more interesting/convincing by adding a 1 or 2 unit bevel to the edges.

Reply Good karma+5 votes
VaTTeRGeR
VaTTeRGeR @ Foxtrot Uniform - Sewers

Looks good! the brush table and decor above it could use some smoothing tho:
Developer.valvesoftware.com

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ Spider enemy

The modelling and light-placement in your mod is really nice! Good luck!

Reply Good karma+3 votes
VaTTeRGeR
VaTTeRGeR @ wwi - alpha 0.21

It works, nice!

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ wwi - alpha 0.20

Yes, i downloaded the newest stable release from the website yesterday (release-20161019), the default games do work.

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ wwi - alpha 0.20

You're right, i thought it was some mac specific thing. The game throws the same error though. Also downloaded all the files for dune/red alert/tiberian dawn beforehand.

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ wwi - alpha 0.20

Can't begin a game without crashing with this error:

Exception of type `System.InvalidOperationException`: Unit `boxes04` does not have a sequence named `idle`

(On windows you need to unpack the wwi.oramod file and place its content in a new folder called wwi inside the mods folder...)

Reply Good karma0 votes
VaTTeRGeR
VaTTeRGeR @ WatchTower Title

arrows work well if you add a trail or make them bigger/slower, AoE2 made the arrows slow enough so that they are visible for at least a few frames and also made then just big enough to be nicely visible without breaking immersion: Youtu.be It's a matter of tweaking it until it looks right (on all resolutions!)

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Watch Tower - Concept Art

Reminds me of AoE2 :)

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ My Friend Pedro: Blood Bullets Bananas - DevLog #14

Awesome art you have!
Will locking the aim make the cursor stay on a position, follow an entity or keep the rotation? Locking on a position seems quite reasonable but the other options could provide additional gameplay options.
Good luck!

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ Community Survey

Took it a few days ago...
will there also be an presentation of the results?

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Siege Factory

You could add an assembly crane like so I.imgur.com

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Barracks

Arches would look really nice on the tower.

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ My Friend Pedro: Blood Bullets Bananas - DevLog #7

The kicking function looks really promising!

Reply Good karma+3 votes
VaTTeRGeR
VaTTeRGeR @ My Friend Pedro: Blood Bullets Bananas

Loved the flash-version! This looks very nice, good luck!

Reply Good karma+3 votes
VaTTeRGeR
VaTTeRGeR @ Underhell - 2 Years later

Awesome to see that it's still going forward somehow. The first Chapter was a real blast in terms of gameplay and atmosphere!

Reply Good karma+21 votes
VaTTeRGeR
VaTTeRGeR @ Antlions retexture

This fits well with your color-palette :)

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ Pickaxe

It would be great to see a non-cutout version of this for proper judgement

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ HXRTC HUD 3.0b for Brutal Doom v20 (GZDoom/ZDoom)

Good to know, looks like a nice all-in-one-editor! (i didn't actually test my proposal, but shouldn't it work in this case, since "*.pk3" is only a renamed zip file?)

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ HXRTC HUD 3.0b for Brutal Doom v20 (GZDoom/ZDoom)

Rip and Tear that pk3 open with 7zip and change the symbol in the mentioned line would be my suggestion :D

Reply Good karma+2 votes
VaTTeRGeR
VaTTeRGeR @ WarehouseFire

Is damage for buildings calculated with physics in mind, or just like "projectile X does Y damage" ?

Reply Good karma+1 vote
VaTTeRGeR
VaTTeRGeR @ Gorillas

It works now :D a slider would have been more convenient to set the angle and speed but its otherwise very responsive :)

Reply Good karma+2 votes
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