Snarkpit Articles Archive

Interview with Spencer Rose
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #8 with Spencer Rose (RabidMonkey).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #8 with Spencer Rose (RabidMonkey).

Interview with Jon Rickenbacker
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #7 with Jon Rickenbacker (Orpheus).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #7 with Jon Rickenbacker (Orpheus).

by The SnarkPit
for All games » Editor
updated Thu Jan 6th 2011
viewed 11546 times
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HL2DM Hammer Configuration Issue
Attempting to operate the Source SDK Hammer Level Editor in the Source 2006 engine for Half-Life 2 Deathmatch currently results in an error of: "Missing material, ...verify that your game directory is correct." If you have this problem, read on!
This is a Source SDK bug caused by Valve and this is a work-around to fix the issue and operate the game in the Source 2009 version of the engine.
Attempting to operate the Source SDK Hammer Level Editor in the Source 2006 engine for Half-Life 2 Deathmatch currently results in an error of: "Missing material, ...verify that your game directory is correct." If you have this problem, read on!
This is a Source SDK bug caused by Valve and this is a work-around to fix the issue and operate the game in the Source 2009 version of the engine.

Interview with Jefferey McDowell
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #6 with Jefferey McDowell (Muhnay).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #6 with Jefferey McDowell (Muhnay).

Interview with Soenke Seidel
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #5 with Soenke Seidel (Warby).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #5 with Soenke Seidel (Warby).

Interview with (Name Removed)
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #4 with (Name Removed) (Armageddon).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #4 with (Name Removed) (Armageddon).

by Riven
for All games » Interviews
updated Tue Dec 28th 2010
viewed 11736 times
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Interview with Chris Kay
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #3 with Chris Kay (2d-chris).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #3 with Chris Kay (2d-chris).

by Riven
for All games » Interviews
updated Tue Dec 28th 2010
viewed 8181 times
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Interview with Andrew Egelhofer
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #2 with Andrew Egelhofer (OmegaSlayer).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #2 with Andrew Egelhofer (OmegaSlayer).

by Riven
for All games » Interviews
updated Sun Dec 26th 2010
viewed 10474 times
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Interview with Thiago Klafke
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #1 with Thiago Klafke (Minotaur0).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #1 with Thiago Klafke (Minotaur0).

by Le Chief
for All games » Textures
updated Thu May 7th 2009
viewed 19350 times
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Seamless Texture Creation
A tutorial that explains how to make seamless textures in Photoshop with some additional tips.
A tutorial that explains how to make seamless textures in Photoshop with some additional tips.

by larchy
for All games » Beginner Guides
updated Thu Jan 22nd 2009
viewed 16772 times
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Snarkpit article posting guide
This is a short guide to demonstrate how your articles will be formatted, and how to use some of the custom bbcode tags which allow you to add images, paginate and index your articles.
This is a short guide to demonstrate how your articles will be formatted, and how to use some of the custom bbcode tags which allow you to add images, paginate and index your articles.

by Riven
for All games » All categories
updated Thu Jan 1st 1970
viewed 3142 times
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