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Posted: Fri Feb 10, 2006 4:10 pm
by unitool
wow, those are nice. I wish I had sweet drawing skills. :(

Posted: Fri Feb 10, 2006 6:31 pm
by Chi
:drool: :drool: :drool:

Posted: Fri Feb 10, 2006 7:17 pm
by Johnny Law
Yar, nice sketches. Is that last one the Compressed level from UT2k4 (I think I got the name right...) ?


------

Also:
hemostick wrote:Does it still have no rail ?
Yep. I fiddled with the idea of putting the rail in, but I still think it's sorta bad for a CTF map with open jumppads along the chase routes, and in Q4 the rail is even a little easier to hit with than in Q3.

Posted: Fri Feb 10, 2006 7:25 pm
by corsair
nah, none of those went with any reference to them

Posted: Sat Feb 11, 2006 5:09 pm
by corsair
so what happened to planetquake?

Posted: Tue Feb 21, 2006 5:35 am
by unitool
This is why I get paid to map....i got the mad skillz!

Image

Posted: Tue Feb 21, 2006 5:39 am
by wviperw
Is that a staircase, complete with matching trim and top and bottom floor connectors? I didn't even think this was possible in Radiant! I wouldn't even know where to start on something with a complexity of this magnitude.

i dunno

Posted: Tue Feb 21, 2006 6:34 am
by wattro
looks like an odd number of stairs to me... i don't feel comfortable stepping into a stair case with my right leg and leavning a stair case with my left leg first... it's kinda like getting up on the wrong side of the bed and putting your pants on starting with the left leg...

/maybe it's just me

:)

edit: maybe rebuild the whole thing on a 1-grid and maybe make like 384 stair steps???

Posted: Tue Feb 21, 2006 7:32 am
by unitool
wviperw wrote:Is that a staircase, complete with matching trim and top and bottom floor connectors? I didn't even think this was possible in Radiant! I wouldn't even know where to start on something with a complexity of this magnitude.
Sometimes you have to go a little crazy to exceed your current limitations. They keep telling me that, anyway.

Posted: Tue Feb 21, 2006 11:37 am
by seremtan
i'd be proud as a ruttin' buck to walk those stairs, though i'd expect carpet, and handrails with fade distances and LOD control before i'd even consider it

Posted: Tue Feb 21, 2006 2:15 pm
by Fjoggs
Yea, we need rails to do mad trix on fo sho!

Posted: Tue Feb 21, 2006 7:23 pm
by corsair
what inspired you to make that, unitool?

to what religion should I convert myself so I can get touched by the heavenly enlightment that brought to you the very idea to create such perfection, such a delicate stairway, beauty in it's purest form - no wait, please show more screenshots, another viewport, or just like zoomed in on one step, the detail overwhelms me so :tear:

Posted: Tue Feb 21, 2006 8:51 pm
by Oeloe
Yore an maping freek unitool!?/¿ :icon28:

Posted: Tue Feb 21, 2006 10:00 pm
by Johnny Law
Whew... I was worried that this thread was going to drop off the front page. Saved!

Posted: Wed Feb 22, 2006 12:37 am
by Fjoggs
Artist magic always creates a fuzz!

Posted: Wed Feb 22, 2006 2:45 am
by 79DieselRabbit
corsair wrote:what inspired you to make that, unitool?
Lack of medication...





...or a paycheck. :shrug:

Posted: Sat Feb 25, 2006 4:30 am
by seremtan
more nocturnal antics from the crowbar'd one -

Image

this is from map #2 of my ever so slowly developing HL2 mod

Posted: Sun Feb 26, 2006 10:36 pm
by seremtan
:icon14:

Posted: Mon Feb 27, 2006 12:37 am
by CheapAlert

Game model or not, penis must go

Posted: Mon Feb 27, 2006 7:26 am
by Guest
fuck off you furry piece of shit. No one wants to see gargoyle dicks.

Posted: Mon Feb 27, 2006 3:18 pm
by Oeloe
cg_drawdick 0 :olo:

Posted: Mon Feb 27, 2006 4:30 pm
by d3mol!t!on
Oeloe wrote:cg_drawdick 0 :olo:
:olo: :olo: :olo:

Posted: Mon Feb 27, 2006 6:09 pm
by Oeloe
Or r_skipGenitals in Q4. :p I wonder what kind of gesture animation that Gargoyle will make though. :paranoid:

Posted: Mon Feb 27, 2006 6:44 pm
by 79DieselRabbit
Clean-up, isle 33.

Posted: Tue Feb 28, 2006 2:09 am
by wattro
Oeloe wrote:Or r_skipGenitals in Q4. :p I wonder what kind of gesture animation that Gargoyle will make though. :paranoid:
func_pendulum?