User talk:Kalashnikov: Difference between revisions

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what really needs to be stressed in this recreation of hl1 are the details...I can't wait to see what you(all?)'ll pull off&mdash;'''[[User:Ts2do|ts2do]]'''&nbsp;<sup>([[User talk:Ts2do|Talk]]&nbsp;|&nbsp;[mailto:tsdodo@gmail.com @])</sup> 14:23, 20 Nov 2005 (PST)
what really needs to be stressed in this recreation of hl1 are the details...I can't wait to see what you(all?)'ll pull off&mdash;'''[[User:Ts2do|ts2do]]'''&nbsp;<sup>([[User talk:Ts2do|Talk]]&nbsp;|&nbsp;[mailto:tsdodo@gmail.com @])</sup> 14:23, 20 Nov 2005 (PST)
Yeah, we're really going individually from area to area in development.  We're taking our time with this to make sure that everything flows well and connects together.  We don't want a modification where we can tell which mappers started and which ended.  We really want a continuity between everything.  The details are very big.  -Kalashnikov

Revision as of 23:32, 20 November 2005

I love your work on BMS and would like to offer my mapping help... Also...for the human grunt, will you include all submodels and skins for it?

We are looking into submodeling and skinning, but if interested stop by onto the IRC channel: irc.gamesurge.net and #bms -Kalashnikov

what really needs to be stressed in this recreation of hl1 are the details...I can't wait to see what you(all?)'ll pull off—ts2do (Talk | @) 14:23, 20 Nov 2005 (PST)

Yeah, we're really going individually from area to area in development. We're taking our time with this to make sure that everything flows well and connects together. We don't want a modification where we can tell which mappers started and which ended. We really want a continuity between everything. The details are very big. -Kalashnikov