Search found 47 matches
- Thu Mar 14, 2013 3:17 pm
- Forum: Map Releases
- Topic: oc_Outhouse
- Replies: 13
- Views: 26550
Re: oc_Outhouse
Is a good map, a very good one. Although the FPS drops are frequent, as well as some bugs, you should give a try if you didn´t played it yet. The gameplay enforces a lot the cooperation (and i didn´t liked at first that there are lives!), and some special moments makes the map awesome (and hard!). ...
- Mon Mar 11, 2013 5:58 am
- Forum: Mapping Help
- Topic: Post here your problems/questions with hammer. Post & Reply
- Replies: 208
- Views: 197156
Re: Post here your problems/questions with hammer. Post & Re
We have any entity which triggers an output depending on the skill level (for example, another player joins and the skill level goes to 3, then, idk, make spawn a npc, or a player leaves and the skill goes to 1, then, make something).? There is no way to have things happen based on the skill level,...
- Thu Feb 07, 2013 2:59 pm
- Forum: WIP Mapping
- Topic: oc_necro
- Replies: 29
- Views: 51252
Re: oc_necro
I'm not really a player of Harvest type maps, but what you have here does sound fairly interesting. I like the dark theme of the map. Best of luck getting it finished. 

- Tue Jan 22, 2013 8:30 am
- Forum: Mapping Help
- Topic: Post here your problems/questions with hammer. Post & Reply
- Replies: 208
- Views: 197156
Re: Post here your problems/questions with hammer. Post & Re
Hi again. I was wondering if it is possible to do a random math-based trigger. For example when a player triggers something there is a random chance of the outcome being good or bad. I know there are some logic/ math functions, but I am not very familiar with those, and I am not sure those work in ...
- Fri Jan 11, 2013 11:57 pm
- Forum: WIP Mapping
- Topic: oc_upgradewars
- Replies: 5
- Views: 15003
Re: oc_upgradewars
Sorry to diverge a bit, but what happened to your Nightmare map anyway? I thought it had an interesting premise.
Your Raid E.N. map was off to a decent start as well.
Your Raid E.N. map was off to a decent start as well.
- Thu Jan 10, 2013 8:04 am
- Forum: Mapping Help
- Topic: Post here your problems/questions with hammer. Post & Reply
- Replies: 208
- Views: 197156
Re: Post here your problems/questions with hammer. Post & Re
Does anyone know how to do the fade to black feature and then the fade back in feature? I am sure it is a really simple function, I am just overlooking something. Thanks. You'll need two env_fade entities to do that. One of them should have the "Fade From" flag ticked. Some good starting ...
- Sun Apr 15, 2012 11:04 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 250333
Re: General WIP thread
Very nice work on those supports; they really gives the area a great detailed look. I can respect doing work like that because it's among the most tedious to do, it isn't hard to do, but it is so incredibly boring to work on things of that sort and that in itself makes it a challenge. If it ends up ...
- Mon Apr 02, 2012 10:28 pm
- Forum: WIP Modeling
- Topic: Overwatch Sniper Rifle
- Replies: 13
- Views: 25832
Re: Overwatch Sniper Rifle
This is actually the concept that I thought would be best to use for remodeling the sniper rifle. I'm glad that it's what was used because it's a fairly nice design and far superior to the beta design.
- Sun Mar 25, 2012 6:12 am
- Forum: General Discussion
- Topic: Improved loading times
- Replies: 3
- Views: 5764
Re: Improved loading times
This is indeed a massive improvement. It will help playing episode content maps and finally takes down the loading hell, and also very nice for those who want to play the original HL2 and episodes. Not to mention faster load times for testing. AWWYEAH.
- Tue Mar 20, 2012 1:06 am
- Forum: WIP Modeling
- Topic: Tau Cannon (Gauss)
- Replies: 26
- Views: 43462
Re: Tau Cannon (Gauss)
The HL1 model doesnt have it due technical limitations of their time, and the handle way of shoot, unless someone animate it differenty from i´m thinking, it would look weird. I don't think it would even need to be animated it's so minor, and I was simply providing a possible (unnecessary) explanat...
- Mon Mar 19, 2012 7:06 pm
- Forum: WIP Modeling
- Topic: Tau Cannon (Gauss)
- Replies: 26
- Views: 43462
Re: Tau Cannon (Gauss)
Ohh, finally it has a stock. Good. Number of polygons? If you can, make a trigger (looks weird without one), and change it a bit to look it more "rebel made". It looks like it come directly from a factory (look for example the crossbow). Who is to say the Tau Cannon even has a traditional...
- Tue Mar 13, 2012 6:42 pm
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 949162
Re: Random OC screenshots
Oh...
The bots...

Old screenshot.
The bots...

Old screenshot.
- Tue Mar 13, 2012 6:34 pm
- Forum: The Other Gallery
- Topic: General Non-Valve Video Game Screenshots
- Replies: 994
- Views: 539005
Re: General Non-Valve Video Game Screenshots
Complex mod, which in my opinion is also the best mod for it. You can actually see the logo for the mod in the bottom right corner of the screenshot, but it's very tiny.Maestro Fénix wrote:Homeworld 2 <3
Is the R.E.A.R.M. mod?

- Mon Mar 12, 2012 9:43 pm
- Forum: The Other Gallery
- Topic: General Non-Valve Video Game Screenshots
- Replies: 994
- Views: 539005
Re: General Non-Valve Video Game Screenshots
Couple random game pictures I have sitting around.
1 fps of awesome and also the best game:


Oh the fun I had multiplayer in that game.
1 fps of awesome and also the best game:


Oh the fun I had multiplayer in that game.
- Mon Mar 12, 2012 3:32 am
- Forum: Map Releases
- Topic: Obsidian Map Database
- Replies: 63
- Views: 85509
Re: Obsidian Map Database
So that was the big proyect you were working on? yeah, good job again, "Domi". If you need help with something, call me, like always ;D Thank you Maestro, I appreciate your support. Same with everyone else, thanks for the support, it really makes me happy when I get some form of response ...