Asseva Quota
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Re: Asseva Quota
Posted by KingNic on Mon Apr 5th at 8:21pm 2004


Hey,

I started a single player project in my newbie days but never finished it. Wanting to get something high-quality finished, I re-started the project recently. Well, here's a few screenshots.

I am trying to do as much of this mod myself as I can, including mapping, models and coding. I may need some extra help towards the end, particularly with beta testing.





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Re: Asseva Quota
Posted by Myrk- on Mon Apr 5th at 8:48pm 2004


I don't understand why your making a mod that sort of contridicts/ignores the HL2 game... [addsig]



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Re: Asseva Quota
Posted by Yak_Fighter on Mon Apr 5th at 8:55pm 2004


I like some of those textures. They remind me of the old one yet look very sharp.



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Re: Asseva Quota
Posted by KingNic on Mon Apr 5th at 9:00pm 2004


Myrk: I don't see anything there which contradicts HL2 but I'm ignoring HL2 for my own mods anyway. The ending of this will certainly contradict HL2 and I'm ignoring a fair bit of HL1 as well. I'm re-making the aliens, in particular zombies. Should be interesting to see if I can pull it off...

Yak_Fighter: Mix of Poke646, Meatpack and the Shaderlab all at work

[addsig]




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Re: Asseva Quota
Posted by Forceflow on Mon Apr 5th at 9:02pm 2004


Map looks ok, anyway.

Very sharp textures, indeed.





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Re: Asseva Quota
Posted by Tracer Bullet on Mon Apr 5th at 9:19pm 2004


First and third shots I like very much. The second one though feels quite flat. I think it needs some more variation in lighting or maybe some more interesting archatecture, just somthing to add a bit more interest. [addsig]



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Re: Asseva Quota
Posted by Kage_Prototype on Mon Apr 5th at 9:24pm 2004


you can never go wrong with poke646 textures. [addsig]



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Re: Asseva Quota
Posted by Orpheus on Mon Apr 5th at 9:43pm 2004


? posted by KingNic

Yak_Fighter: Mix of Poke646, Meatpack and the Shaderlab all at work

i see some of the same set i used in No_Patience

can't be all bad then

look at the FLOOR

[addsig]




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Re: Asseva Quota
Posted by Yak_Fighter on Mon Apr 5th at 11:56pm 2004


Yeah, but I never paid attention when running around No_Patience...

*runs back to my maps*





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Re: Asseva Quota
Posted by Orpheus on Tue Apr 6th at 12:01am 2004


? posted by Yak_Fighter

Yeah, but I never paid attention when running around No_Patience...

*runs back to my maps*

didn't you use some shaderlabs in catalyst bud?

i didn't intend for anyone to re-look at N_P, i was just making noise about myself

[addsig]




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Re: Asseva Quota
Posted by ReNo on Tue Apr 6th at 12:02am 2004


Looks pretty good mate, glad to see your still doing some mapping Not much to give advice on, to be honest, accept to perhaps vary that floor texture a tad, since it makes an appearance in all three screenshots. Provided that isn't indicative of its frequency throughout the map though, I'm sure it wont be a problem. [addsig]



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Re: Asseva Quota
Posted by Yak_Fighter on Tue Apr 6th at 12:17am 2004


? posted by Orpheus
? posted by Yak_Fighter

Yeah, but I never paid attention when running around No_Patience...

*runs back to my maps*

didn't you use some shaderlabs in catalyst bud?

i didn't intend for anyone to re-look at N_P, i was just making noise about myself

naw, cataclysm was a mix of meatpack and than_industrial





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Re: Asseva Quota
Posted by Orpheus on Tue Apr 6th at 12:24am 2004


? posted by Yak_Fighter
? posted by Orpheus
? posted by Yak_Fighter

Yeah, but I never paid attention when running around No_Patience...

*runs back to my maps*

didn't you use some shaderlabs in catalyst bud?

i didn't intend for anyone to re-look at N_P, i was just making noise about myself

naw, cataclysm was a mix of meatpack and than_industrial

i didn't use any meat pack i dont think, but than for sure.. some of our choices were similar if i recall

great minds really do think alike..

[addsig]




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Re: Asseva Quota
Posted by OtZman on Tue Apr 6th at 8:54am 2004


wow, looks great [addsig]



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Re: Asseva Quota
Posted by KingNic on Tue Apr 6th at 7:01pm 2004


Glad to see people like it - tis very motivating

@Tracer Bullet - that was fresh off the compile but I loved that shot as it was . One of the grates is now swung off and is discarded on the floor, plus the lights are a little sharper. Seems to be much better now anyway. I don't want to change the area much more due to a puzzling puzzle (for half-life's puzzles anyway...) in that room.

@Orpheus. Damn fine screen. Personally I'd have put a trim around the edge of the grate, but it looks pretty dang good as-is.

@ReNo - teh w00tage. Mappers I really look up to are you, Campaign Junkie and KFS. Good to see I please . Anyways, I do like the texture and I've perhaps used it a bit too much but it's certainly not too frequent.

[addsig]




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Re: Asseva Quota
Posted by OtZman on Tue Apr 6th at 7:31pm 2004


I know this is a stupid question, but how long will it take for you to finish this mod/map? I can't wait to play it [addsig]



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Re: Asseva Quota
Posted by KingNic on Tue Apr 6th at 9:19pm 2004


TBH I have no idea. A couple of months maybe? I quit my student job a while back and I've been working on this for about 2 weeks, on and off, and have about 10% done I reckon, not including tweaking and the majority of the code.

Just dont expect this thing to be long ok? I'm definately aiming for quality over quantity. To put some perspective on it, SEThorian completed the first level in about 3 minutes, and I'm aiming for about 10 levels altogether.

[addsig]




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Re: Asseva Quota
Posted by scary_jeff on Tue Apr 6th at 9:25pm 2004


Looks great so far, and I like the story - who cares if it conflicts with HL2?

Will the SA80 include a 'randomly not work' feature?




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Re: Asseva Quota
Posted by KingNic on Tue Apr 6th at 9:48pm 2004


Naturally Jeff, as well as a randomly fire feature, especially while whacking a new clip in.

EDIT:: Nice One Jeff, just gave me an idea for one of the levels

[addsig]




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Re: Asseva Quota
Posted by $loth on Thu Apr 8th at 12:12pm 2004


This is a great looking map, you have definatly given a feeling for this map, all the textures fit in well with each other, nice work!

[addsig]





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