-
_Sal_.
User deleted
I like the shader experiments, hoping for more in the future! =)
If you need some k7 models, I can pm you some ( with textures ). -
InfernalGrape.
User deleted
QUOTEIf you need some k7 models, I can pm you some ( with textures )
Thanks, but i'm not aiming for making some fan fiction i'm afraid. I must learn 3d modelling of figures/props myself. Creating levels in level editors is simplified and comfortable, and it's hard to get used to 3d max's interface for me after UDK or Radiant.. -
InfernalGrape.
User deleted
Taking a look back what were i doing 10 years ago for halflife, dammit
gauss_duel 28/05/2007
On this map you had low gravity and must have used gaussgun recoil both for transportation and kills.
apartments 03/06/2007
Ambitions were high with this building i never ended. In this map, i established my two favorite things regarding level design - a) ability of walking on cornice, ledge, catwalk etc. b) hidden secrets! behind the secrets! secrets everywhere!
killing time 14/06/2007
Small and compact map where you don't have much places to hide besides home and stuff; Also usage of verticality to have more walkable space and superior positions.
panopticon 24/08/2007
This was hugely inspired by watertower prison from Silent Hill 4. Main thing of this level is that you have several floors and many ways to move between them.
truth in highs 29/08/2008
It was my final map. All my decisions works here too - hidden secrets, large amount of walkable space - you're not limited to ground, but use roofs, ledges etc etc., verticality too.
And now some more serious stuff XD
2 years ago this was my graduation work in university. Yeah virtual museum shit. After which i burnt out a bit.
.