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Messages - sn00x

Pages: 1 2 3 [4] 5 6 ... 160
46
Modding / Re: [Tutorial] Push Mode
« on: 15-09-2014, 16:09:40 »
Very nice and such a simple tutorial! I had my Push exactly how i wanted in 5minutes! :D

47
Modding / Re: Map. (teaser)
« on: 12-09-2014, 14:09:20 »
did you not spot the custom Opel ambulances? the church is a field hospital.

48
Modding / Re: Map. (teaser)
« on: 12-09-2014, 00:09:06 »
Thanks  :) , could people give the opinion on the very open bunker at the mainroad leading into the town? I feel its a bit out of place, i have changed it into something else in the editor but i would like to know.

49
Modding / Re: Map. (teaser)
« on: 11-09-2014, 01:09:11 »
Far from done, this is just to get peoples opinion and suggestions. I as 1 person cant speak for what people want and like. :)

Basicly a leveldesigner only knows so much of what people want, how their behavior is on a map, how to make the correct gameplay, but the leveldesigner will never be aviable to create a good map without testers, take every FH2 map for example, they are not created by one man alone, they are created of a whole team, especially the betatesters is what makes a good map.


I allso will have to learn how to make a pushcode for it, shouldnt be to difficult

50
Modding / Re: Map. (teaser)
« on: 10-09-2014, 21:09:46 »
For those who'd like to take a look.

http://www.filedropper.com/reichswald

Thank you! Are you open to any bug reports and points of suggestion?

Sure, just keep the bug reporting out of the obvious like "a bush in the road" as of now..

51
Modding / Re: Map. (teaser)
« on: 10-09-2014, 17:09:14 »
For those who'd like to take a look.

http://www.filedropper.com/reichswald

52
Modding / Re: Map. (teaser)
« on: 07-09-2014, 23:09:20 »
Nice Vauxhall ;)

I see what you did there, it is the Opel  ;)

53
Modding / Re: Map. (teaser)
« on: 07-09-2014, 23:09:11 »
Turned out it was either the Dartboard static or baby bunks that was crashing my editor, oh well i can do without them.

some new screenies of some detail work at the Farm flag and some german main detail. all wip.

And a little something extra for those who notice.

I must say, that bmw r75 sidecar can impossibly be finished in its coding, that thing is impossible to drive!
Owning and driving a replica bmw R71 myself and it does not handle like that at all..






54
Suggestions / Re: For Sake Of Bombers
« on: 06-09-2014, 03:09:59 »
And i say again. What possible good would any of them do from up there anyway without bomber periscopes and -fast gameplay- on the ground...

55
Modding / Re: Map. (teaser)
« on: 06-09-2014, 03:09:22 »
The problem is, i have no idea wich static is making it crashing, i do on the other hand know Ish what kind of objects where added pre- crash.

56
Suggestions / Re: For Sake Of Bombers
« on: 06-09-2014, 00:09:54 »
But but... those are ground attack planes, not bombers? What possible good would any of them do from up there anyway without bomber periscopes and fast gameplay on the ground...

57
Modding / Re: Map. (teaser)
« on: 06-09-2014, 00:09:55 »
Oh by the gods.. there seem to be a static in the town that make my editor crash now.. anyone here have the ability to read crash dump files?

58
Suggestions / Re: One Yugoslav/NDH map in Eastern front
« on: 02-09-2014, 22:09:45 »
I belive Codename panzers II had yugo partisans

59
Modding / Re: Map. (teaser)
« on: 02-09-2014, 01:09:39 »
Carentan, Bloody Gulch..

I allso have a total conversion of Fushee pass to a Alpenfestung style map somewhere.. -Somewhere-

60
Modding / Re: Map. (teaser)
« on: 01-09-2014, 20:09:35 »
Strange.. its photobucket like the others?

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