I'm really feelin' them hirez texels man, just slap in a smidgin more inverse aliased occlusion and we'll be all set to paaaaarty.
I'm really feelin' them hirez texels man, just slap in a smidgin more inverse aliased occlusion and we'll be all set to paaaaarty.
Overdone bloom/HDR, and it's not apparent whether that's supposed to be concrete slabs running through or cracked concrete.
Reduce the height of the slabs above ground and make them more regular if they're slabs, otherwise, if they were formerly continuous concrete, make sure they're the same width but separated as if cracked.
Otherwise, it looks great! Keep up the mapping!
For those that haven't seen it: Texnohlyze is unutterably bleak, requiring stamina to watch through to the end, and the description of "depressing and often outright disturbing anime" is peculiarly apt.
Those that watched Serial Experiments Lain will have an idea of what to expect.
That said, it is a worthwhile watch.
I don't believe that Desura intends to venture too far into Steam's territory - the primary focus is upon mod & indie game distribution and sales, rather than large titles.
Not to say that it couldn't, of course.
Similar action to Samurai Champloo, less humour, more gore, adult content.
Bit of a classic; would recommend.
Zombies are for wimps.
Saxton Hales takes on lions whilst remaining seated.
That's because the magazine isn't inserted... ;)
Not too much grime plz!
If current games/mods were a reflection of real-life, you'd think that soldiers took absolutely no care of their weaponry at all.
If the guns are grimy, I demand misfires and jamming also.
"Lighting like this" *is* worth the time.
Mirror's Edge would have looked absolute crap* without radiosity; while your typical HL2 environment rarely utilises such contrasts of colour, I would argue it's worth it for the subtlety.
*Ok, not quite, but it would have looked weird to have an expanse of red not bouncing colour onto other surfaces.
I'm impressed at the number of new props created for this mod.
Yep, it's waste of time not doing that.
In Firefox, do "view original", then RC on popup image and click "view image" for full size awesomeness. ("view original" keeps it within the screen boundaries).
Some elite skills at work here, good job.
Austin Powers inspired?
That, my friend, it a self-contradictory statement.
I love the usage of stereo sound in Scrap IO; especially notable toward the beginning.
There's a rear sight already.
In the image above they're both in alignment - the lower glowing dot is the tritium marker on the rear sight, and the higher dot is the forward sight's marker.
Quality work here, good job with the CC and the "argh...aaah" XD.
Is there any scripting that could be done to make NPC allies more aware of events like a door about to blow and react accordingly?
Beaten to it by WhiteHawke, but it's Dschinghis Khan - Moskau:
Technically, shouldn't it be called the shell, not the ghost?
I'm just nitpicking, watched far too much GitS for my own good.
Good work, I look forward to the release. :D
That's one highly talented atist you have in pushbak.
I notice it openly says "SEC 9" on his sleeve in this concept.
Was the original concept more GitS styled than it's current iteration?
Friend, this isn't exactly the right place to discuss Steam's relative merits (or lack of).
Just enjoy the news.
Why....did the idea board just storm your brain?
Is the MG deployed on the low wall at the head of the ditch, or is the player prone (or both)?
I'm just wondering whether the new deploy system is similar to RO's.
Tachikomas are constructed out of pure awesomeness and mineral oil.
As someone once pointed out, HL2 may be a railroad, but it has very polished rails.
I play and both the Stalker and HL series for their uniqueness.
They may take very different approaches, but in my mind at least, both succeed.
/ontopic
Very good article, I'd always admired Valve's methods, usually appreciated only upon second play through.
Aka Total Conversion mods.
The number of TC mods accurately reflects the amount of hard word required to produce one.
windlab
windlab joined
Native English speaker, proofreader, web developer, skilled in Photoshop, sometime Source engine modder.