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justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Hard-Life : Level 3 Dormatories

Drive.google.com there. dont get your hopes up though. i have many better projects coming soon though.

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Hard-Life : Level 3 Dormatories

i have one unfinished crappy map if they want that. ill publish it though

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Hard-Life : Level 3 Dormatories

can you rephrase? i didn't understand the last part

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Hard-Life : Level 3 Dormatories

1 idk
2 no
3 probably not

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ [Fanmade patch] NPC'S Revitalization Project for Induction

wait. could you make one of these for "Hard-Life" please? also nice PACK!!!!

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Image 2

thats just a beta version. the new one looks even better :)

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Hazardous Course WIP 6

i feel like theres something else here...... i wonder what it is? but nice either way .

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Decay: Solo Mission (Demo 2)

i saw the T H I N G

although great mapping!

Good karma+1 vote
justaguythiscoolwow1
justaguythiscoolwow1 - - 10 comments @ Half-Life: Extended

hey, about the sdk. may you guys add a feature on the "monster_*insert monster name here*"/ npcs? that might be very helpful for mod creators. for example, say somebody wanted to have a retextured monster_barney in their mod/map without wanting to replace the original hl:e monster_barney model/textures. it would be more convenient to just put the model directory into a textbar in object properties instead of coding an entire other monster_barney. and monster_generic doesnt really work either because they are limited in terms of: talking, talking when e is pressed, being pushed around, scripted_sentance. and NO the "behave as:" tab does NOT work on monster_generic (as much as "behave as:" option is fun). And hopefully if you DO implement this that it wont be a big struggle. thank you.

Good karma+1 vote