Work In Progress / WIP "LCÜ- ISLAND HOPPER"

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nuncio
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Posted: 26th Feb 2015 20:50
"Letzte Chance: Überleben - Island Hopper"
by: nuncio

Story:
Mike and Danny enjoy their vacation on a tropical remote island. Upon returning from a nice freetime activity on the beach Mike discovers that mercenary troops have attacked and taken over this holiday paradise. Danny is on the other side of the island and manages to call Mike on his cell phone. Mike has to get through the enemy lines and get help, while Danny tries to guide his way on the phone.

this is my first try, when it works better i'm planning to make this game a little bigger with a bunch of different islands. i have some screenshots i hope it's not an overload now.

greetings, mike
https://de-de.facebook.com/nunciogame (my point and click adventure)
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snowdog
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Posted: 26th Feb 2015 22:47
Looks great!
"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



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science boy
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Posted: 27th Feb 2015 10:00
i do like your enthusiasm and determination. i think you will go far, i really do, you are grasping things quickly and throwing yourself in their, with all your enthusiasm i hope you start to experiment with textures firstly, changing shirt colours of characters etc then i think try modelling,. but first grasp the engine. and you seem to be. keep up the great work
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MooKai
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Posted: 27th Feb 2015 22:10
looks nice
you're sure to keep a german title? not engl.?
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nuncio
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Posted: 28th Feb 2015 18:57
yes the "LCÜ" is like a name of the universe where it all plays and i try to make the games base on the novels i wrote wich have the same name (it's trilogy).

a new screenshot
https://de-de.facebook.com/nunciogame (my point and click adventure)
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nuncio
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Posted: 14th Mar 2015 20:41
update: ISLAND HOPPER
https://de-de.facebook.com/nunciogame (my point and click adventure)
http://www.nuncio-rap.de (everything i do in my free time)

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Pirate Myke
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Posted: 15th Mar 2015 01:34
Looking great. The pool maybe separate the pool from the water, so that the water can be transparent and the pool can be a solid color. That would look a bit better. But great job as usual.
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nuncio
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Posted: 16th Mar 2015 10:36
thank you! yes the pool looks crappy, it's just "flowing water" between some concrete blocks. right now i'm trying to create an own pool but i don't know how to add water into the pool. the pool is high above the water level but i have to get water inside it but i don't have an idea how.
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Pirate Myke
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Posted: 17th Mar 2015 22:50 Edited at: 17th Mar 2015 22:52
In a model program I would be able to use the cut out volume for the water, and scale it in one direction to bring the height below the pool deck height. Then have them as two objects.

There is a water effet shader, that can be applied to a flat decal plane. then that decal scaled to fit your pool, and brought below the edge surface.

Let me see if I can find the link for you.

Here it is, see if this will help you out. All credit goes to TattieBoJangels for this.
https://forum.game-guru.com/thread/208644
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nuncio
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Posted: 17th Mar 2015 23:24
thank you for the help! i downloaded this "flowing water" but it's the same that i already have just flat. how can i use this shader? what is a shader? this first video in the post does not exist youtube told me :o
creating a pool is too much for me at this point, i found out after some hours with blender trying to understand the basic basics
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Pirate Myke
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Posted: 19th Mar 2015 05:12 Edited at: 19th Mar 2015 05:13
Use one of the slab entities from the Fixtures folder, Duplicate the FPE and BMP file of the same name any of the slab in that folder.

Change the name to waterplane or any name you want. Change the name of the bmp file to the same name.

Open the FPE file in Notepad and assign your water texture and the shader you are using, Set the object to static=0, and isimobile=1. Save the file.

Now in the editor: Place that object and rotate it using the (5 and 6) keys till it is flat. Use pg up or pg down to adjust its height in relationship to the pool walls. Scale it if needed

That should due better till you get the hang of modeling it.
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nuncio
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Posted: 19th Mar 2015 08:47
ok until the notepad section i can follow you, the rest i will have to see (and try) when i'm home. thank you, this might help me when i'm too stupid to build an own pool yet i thought this would be easier. LOL.


okay i updated the plot for "ISLAND HOPPER". usually i wanted to make this just a little side project but now that i cancelled (or paused) my main project "hate boat" i can put all my energy into this thing. the pictures you see in the first post are from an early test map. now my "story" is more detailed. the player has to get through an island, first on the beach, then there's a forest and a hotel resort. in another map the player has to get through the hotel and find a way out. then there is an underground tunnel puzzle that has to be solved and in the finale i have a little city. when i realize all my ideas from the script i might have 15 maps i guess i'll have to cut it.
of course this is my way to practise how to use the basics how to use game guru, to get familiar with it and to maybe become a little more professional.
the idea is the same like on hate boat but here it's on an island. one guy (usually two guys but for me this is not possible in GG to have an NPC that follows me and helps me to open doors and stuff) come back from an activity (water ski or something) to find the resort empty and devastated and overrun by terrorists. in the first level the player has to sneak around and kill some enemies without being discovered. there will be much melee and just a little shooting in the first level. as the game continues the player gets more weapons and my original idea was to have a way to level up the personal fighting skills. i guess this is also not possible to make (for me). i wanted to make a strong focus on melee and fighting man to man but i guess this is something to try when i'm more experienced.
the player has to "hop" from one island to the next to free hostages, kill enemies, destroy communication and in the finale kill the boss and get help. this is a lot of work but i will chance / build the script around what is possible.
https://de-de.facebook.com/nunciogame (my point and click adventure)
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KeithC
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Posted: 19th Mar 2015 15:59
Looks great; have you tried light-mapping it yet (in a separate build)?
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Posted: 19th Mar 2015 21:40 Edited at: 19th Mar 2015 21:41
thanks no i wanted to do that when i got all the other missing things like enemies and markers
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nuncio
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Posted: 19th Mar 2015 22:53
@myke:

i tried your edit but i think i did it wrong, i copied the fpe file bowels:

Quote: ";header
desc = WASSER_400x400

;visualinfo
textured = 05_DIFFUSE.dds
effect = effectbank\reloaded\waterfall2.fx
castshadow = 0

;orientation
model = slabclean_400x400.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 2
collisionmode = 0
forcesimpleobstacle = 3
static = 0
isimobile = 1

;statistics
strength = 25
explodable = 0

;ai
aimain = default.lua"

is that right? i put the file in GG and then i put in the original file of the waterfall. they both look the same. what's my mistake there?
https://de-de.facebook.com/nunciogame (my point and click adventure)
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nuncio
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Posted: 25th Mar 2015 22:36
no pools
i finished the first map so far, i made some screenshots!
http://www.nuncio-rap.de
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MooKai
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Posted: 25th Mar 2015 23:31
Looks very good
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nuncio
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Posted: 26th Mar 2015 09:32 Edited at: 26th Mar 2015 09:35
danke
i think i could improve the lighting / contrast / brightness to make it a little better. i think i need some fog, not too much.

now i'm working on my second "island hopper" map wich is inside a warehouse but it's supposed to be a hotel with rooms and lots of stuff inside.

btw. island hopper is a reference to T.C. in "magnum" but i think if this game gets bigger and it will be working i will choose a new name.
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vrg
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Posted: 27th Mar 2015 22:12
Very nice pics looks a great game
nuncio
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Posted: 29th Mar 2015 04:32
thanks!
i finished the lighting and fog and ambience, brightness, etc. and this is what it looks like now. i think i'll leave it like this. what do you think?
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science boy
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Posted: 30th Mar 2015 20:21
the new lighting and stuff as just upped the appeal x50, now it is looking really juicy i am seeing as i first thought a very fast learning game guru natural

i am impressed
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nuncio
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Posted: 31st Mar 2015 07:16
^thank you, very nice to read this

i am very happy with the progress of this project. i completed level 1 as you can see above. this is "find the resort and enter the hotel"

last night i completed the second level, i will post some screens asap. it's like "find a way out of the hotel and get to the truck". this level actually is made out of the warehouse parts. i found out that the warehouse section is not really working good with lightsources AND lightmapping, it's flickering all the time and the lights come with a delay when you walk towards it because sunlight is breaking through the walls. nevermind, i took away all the lights and made the whole level brighter. now i don't have shadows but it looks better.

now i'm working on level 3 wich is really big and detailed. you leave the truck and have to get over a railway bridge, enter a village and find something i don't know yet. explosives, a radio or a helicopter, something like this. i created the landscape yesterday and right now i'm happy with the project and game guru as well. although there are some little issues (like the wrong skybox) the editor is working really good and stable and my maps both work without crashing.

i think this time i can really make it to the end. it's still a long way but the first two steps are positive

too bad the maps have a bad memory management so that it's running very slow with already 5 enemies being spawned, entity settings on medium, terrain settings medium and grass settings highest (the grass is only needed when you leave the hotel and go outside for a few meters). does anyone have an idea how to boost the memory without reducing quality options?

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nuncio
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Posted: 3rd Apr 2015 20:37
hi! i got new pictures. chapter 2, "get through the hotel"
everything is working well, the only issue was that i couldn't use lights for the lightmapping, the result was unplayable but that's okay.
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nuncio
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Posted: 3rd Apr 2015 20:48 Edited at: 8th Apr 2015 19:26
these are shots from chapter 3. now i suddenly have problems with the buildings after lightmapping...
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nuncio
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Posted: 8th Apr 2015 19:38 Edited at: 8th Apr 2015 19:38
hi again! i have shots from chapter 5 (chaper 4 is still in progress). this time i tried out the asylum kit although it looks kinda like the asylum map i'm really happy with the result. everything is working, no problems! the AI is acting very well and lightmapping works (exept one part of the asylum kit , the long hall). i guess that's because the asylum was well made by the creator ( i don't even know who did this).
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nuncio
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Posted: 17th Apr 2015 20:28
hi, it's me again. i finally completed chapter 4 of my game "island hopper" and i want to show some screenshots. i'm happy with it but it's really running awfully slow.
are there any settings that i can try to make it work faster? in the tab / tab screen i have already optimized a lot.
this is after lightmapping.
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nuncio
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Posted: 21st Apr 2015 09:46
every time i finish a map / level i think "this is the best i have made until now" so this means i am still learning
i have just completed level 6 wich is a little village with 18 huts and a river, two bridges and trees surrounding it. when i play it with all entities and three enemies at once it's running but it's so awfully slow that it's almost too slow to play.
when i did a lightmap it became so slow that it was totally unplayable so i should leave the lightmapping away.
i already have all settings on the lowest setting possible and it still does not really work although it's just a FOURTH of the whole map! please tell me what to do to make it run better. i really need help there
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MooKai
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Posted: 21st Apr 2015 16:21
Lightmapping also kills my framerate and the effect is not soo much better.
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Posted: 21st Apr 2015 18:42 Edited at: 21st Apr 2015 19:33
it would only be for the houses, the texture looks much better with lightmap and the houses are dark inside so i could make a little lightset in there but i really think i do no lightmapping for level 6

edit:
okay i will show some screenshots from level 6 now, they are WITHOUT lightmapping. i will post some lightmapped pictures in the future maybe when i got enough motivation to lightmap it eventhough i know it will not really be playable. here is level 6
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Pirate Myke
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Posted: 22nd Apr 2015 04:02
Looking great. Getting a lot done I see.
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HarryWever
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Posted: 22nd Apr 2015 13:46
Great project...

Nice to see it developed..

Cheers
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Posted: 22nd Apr 2015 18:09 Edited at: 22nd Apr 2015 18:21
thank you guys! yes, it's really running now do you think i should even lightmap the map 6 (my last post)?



i now have a more detailed list of finished and planned maps / missions:


Mission 1 „Sun of a beach“
mike must find a way into the resort, fight through the enemy lines and enter the hotel.

Mission 2 „Hell hotel“
find a way out of the hotel and enter the truck to escape

Mission 3 „Distress signal“
the truck is stopped by a barricade and enemies. mike must kill the enemies and find a radio antenna to send a distress signal to get help

Mission 4 „Green hell“
mike must fight through an abandoned industrial area, a flightfield and a little village and enter the hospital.

Mission 5 „Latrophobia“
fight through the hospital and enter the supply truck that must be brought into an occupied village

Mission 6 „Terror Village“
the village is filled with enemies that must be killed. mike must get to a boat wich brings him to an oilrig where the terrorists have a camp with explosives and ammo.

Mission 7 „Big Bore“
mike must clean the oil platform from all the terrorists and get to a helicopter that brings him back to the island.

PLANNED:

Mission 8 „Neckbreaker“
mike must get through an enemy outpost and find a way into a tunnel system.

Mission 9 „The tomb“
big tunnel level, underground

more to come!
http://www.nuncio-rap.de
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Ertlov
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Posted: 22nd Apr 2015 19:58
You definately have an eye for arranging believable outdoor scenes. Keep up the good work!

As for the indoor scenes, try to have roughly the same amount of visual details on soze relations on all objects and interior walls. In the scene with the bar, the floor and the wall are killing the mood.
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nuncio
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Posted: 24th Apr 2015 08:30
thank you
yes you are right, in the bar the textures look crappy. i don't model buildings myself so i can just take what i can get. this was a set of about 20 wooden houses, most of them really good. this building shown in the picture has crappy looking textures, not really realistic.
while i was writing this i just remembered that i could put a proper floor texture over the floor of the house to make it a look better. what a great idea i will try that when i'm home. thanks for bringing me to this point
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Ertlov
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Posted: 24th Apr 2015 09:16
I can retexture your buildings, if you want
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nuncio
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Posted: 24th Apr 2015 10:08
would you do that for me? hm okay that would be very nice. i mean it would only be about this one building with the bar inside, the rest of the buildings is better textured. this one house is kinda strange, the doors and windows look too big, the structures are strange and it doesn't seem to fit to the rest of the huts. i mean 19 huts all the same visual style and this one house totally not fitting
here you can see one of the other houses from the set. the textures are better. not perfect but better. all the huts are in the same style with same textures. except you know

can we send PM's with attachments here? if not i will send you the object as email. again this would be very kind and i would appreciate
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Ertlov
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Posted: 24th Apr 2015 10:19
just send it over with the original texture to johannertl@gmx.at
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Posted: 25th Apr 2015 13:05
I remember those huts ,your right they need a little work .Nice looking levels by the way.

Dave
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Posted: 27th Apr 2015 08:04
thanks a lot most of the huts are really good and perfect for this island- village setting i think, only one of them doesn't seem to fit in the pack.
in the older builds of game guru the huts had no roof and / or floor after lightmapping but this bug seems to be fixed now, very nice.
i'm working on level 7 now, the oil platform, this level will be named "big bore". i'll post pictures soon.
i was working on three maps at once and they all were finished at the same time, this is why i flooded this thread with pictures within one week. the nixt pictures will take longer
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nuncio
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Posted: 28th Apr 2015 20:54 Edited at: 28th Apr 2015 20:55
take a look at the beautiful new hut that was retextured by Ertlov for my "terror village" (map 6)!! Thanks for the work!!!
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HarryWever
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Posted: 29th Apr 2015 20:54
That is indeed nice work..
Good job Ertlov
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nuncio
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Posted: 30th Apr 2015 21:57
two new shots from chapter 7 at an early stage! the new "fire"- decal and some illegal plants. more to come!
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Inea
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Posted: 1st May 2015 06:08
Great to see the progress of each level. I really love the look of them.
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Posted: 4th May 2015 08:16
thanks
i have almost completed level 7 and 8, i was working on both at the same time somehow. same problems again, many entities, bad FPS, bad machine performance but i like it. if i could play it without any kind of enemy it would run moderate.
i will show more pictures soon.
level 7 is the oil platform and level 8 is a industrial area in the mountains where you must enter a huge cave system.
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Joined: 28th Jan 2015
Location: Schleswig Holstein, Germany
Posted: 13th May 2015 00:36
hi there! i'm back from my island and i got some screenshots from level 10 aka "What the fog". this "foggy city" is supposed to be the final stage of the game where there is a lot of battle. as you see on this pictures it is not possible to play the map with enemies! i finished it anyway expect enemies and would like to show you the results. this is without lightmapping. i don't know if i should kill the performance completely with lightmapping. maybe i will try it in a separate file.
i was busy, there is more to come
http://www.nuncio-rap.de
intel core i5-3570K CPU @ 3.40GHz; 8GB RAM // NVIDIA GeForce GTX560Ti

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nuncio
GameGuru TGC Backer
4
Years of Service
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Joined: 28th Jan 2015
Location: Schleswig Holstein, Germany
Posted: 13th May 2015 03:25
here are shots from level 7 "big bore". this is done based on the oil platform. i did a lightmap but although most of it looks amazing i can't use it because of my old speed problem. these shots are after lightmapping but in the final game it will be without lightmapping.
http://www.nuncio-rap.de
intel core i5-3570K CPU @ 3.40GHz; 8GB RAM // NVIDIA GeForce GTX560Ti

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HarryWever
3D Media Maker
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Joined: 14th Jan 2010
Location: below Sea level
Posted: 13th May 2015 08:27
Thats looks really nice.

Harry
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Ertlov
GameGuru BOTB Developer
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Joined: 18th Jan 2007
Location: Australia
Posted: 13th May 2015 09:18
I really like the platform level
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate
Pirate Myke
Forum Support
9
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 13th May 2015 14:50
Great stuff, I see you are still progressing very well. Levels look awesome.

Need more lighting to make those illegal plant grow better.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 13th May 2015 17:58
Quote: "Need more lighting to make those illegal plant grow better."

That is the lounge, I guess.

@ nuncio
Nice job guy!, really impressed how quick you get the point.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 8.1 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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