
...
#433 posted by Madfox on 2003/11/26 17:21:10

ROFLmuffins!
#435 posted by
starbuck on 2003/11/28 10:48:40
i seem to recall that actually being done, which is the worrying part

There Is Evil There That Does Not Sleep.
#436 posted by
R.P.G. on 2003/11/29 18:33:20
Can anyone guess which skill selection teleporter this is?
http://rpg.spawnpoint.org/images/blah/newunfer.jpg

WaterWalk
#437 posted by
Preacher on 2003/11/29 18:50:19

RPG:
#438 posted by
Shambler on 2003/11/30 04:11:24
"Really really very hard indeed and you're definitely not good enough to play this, loser" skill??

Preacher:
#439 posted by
Shambler on 2003/11/30 04:12:23
Looks quite nice for a work in progress. I personally would prefer some more distinct water (I'm thinking of the SOA icy water but I realise that might not go down well).

Re: WaterWalk
#441 posted by
starbuck on 2003/11/30 08:23:20
Architecture looks nice in general. The blue light texture at the top end of the picture doesn't work very well though. It would probably be better if it were more obviously a strip light, clearly going in the direction of the brush... if you catch my meaning there. Also lighting isn't very contrasting, although of course that texture set has a tendency to look washed out.

RPG
i dont know but i like the architecture.

Rpg:
#443 posted by
necros on 2003/11/30 16:01:13
"holy fuck-asaurus, i'm going to die" skill?
i like the evilness of it.
also, Preacher, that's cool lookin' brushwork there!

Starbuck:
#444 posted by
Wazat on 2003/12/01 17:41:07
In regards to pokemon quake...
You mean this atrocity?
http://mods.moddb.com/1131/

Hehe
#445 posted by
starbuck on 2003/12/02 10:26:35
i didnt realise you did that one :)
but according to moddb its refreshingly awesome!

Yea
#446 posted by
Wazat on 2003/12/02 10:53:36
They got a real kick out of Galactix and Battle Mech, too. It seems all my weird, bizarre mods get all the attention. :)

RE: Waterwalk And There Is Evil There That Does Not Sleep.
#447 posted by Jago on 2003/12/10 12:39:17
RPG: That skill selection room looks ridiculously good.
Preacher: Architecture looks good, but definately needs more variety in texture colors. As of now it looks way too bland and even proper lightning wouldnt save that.

Think "Aliens"
#449 posted by inertia on 2003/12/14 19:06:14
http://triumphant.us/~inertia/temp/woo8.jpg
http://triumphant.us/~inertia/temp/woo9.jpg
Those are pictures of the first section of the "deep storage" area in a spaceship. In other words, it is dark, quiet, and you're quite alone :)

Looks Nice
#450 posted by
starbuck on 2003/12/14 19:46:05
rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)

����������������������������������������������������������������������
#451 posted by
pushplay on 2003/12/14 20:05:53
I get the feeling you've been playing Natural Selection.
It's nice, but I think when doing spaceship levels each room and hallway needs something unique so you don't get lost. In the first level of Halo I could have sworn I was going in circles through constantly restocking rooms.

Ooops
#452 posted by
pushplay on 2003/12/14 20:06:41
My title broke the board. I'm the bad boy of forum posts.
#453 posted by
- on 2003/12/14 20:36:56
so will this be finished before or after bwdm1?
and will it be more than just nice looking hallways?

Meh
#456 posted by
Shambler on 2003/12/15 13:54:35
<rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)
Hmmm, that feeling anything to do with BWSP1 (Vapourware S.E.) completely ripping it off??

...
#457 posted by
starbuck on 2003/12/15 15:42:39
im just judging from the shots, mainly the cages that the fiends jump out of in cassp1, i never played any version of bwsp1 so I can't comment about that.