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Horror Professional™

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  • Birthday September 2

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    HoRRoR_695
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    Pakistan,Islamabad

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  1. Nick: @Horror Professional™ Real name: Rehan Saeed How old are you?: 18 Which Games you play? and for how long?(each of them): Minecraft(10 years) Cs1.6( 9 years) IGI(5 Years) GTA (1-2 Years) Prince Of Persia (5 months) PUBG (3 years) Free Fire(1 year) Last of us (2 years) Where are you from?(country and city): Pakistan,Islamabad Describe yourself(at least 50 words): My Name is Rehan Saeed.My Father name is Saeed Ahmed.I am a Muslim and proud to be muslim.I love to play games .I am very interllegent.I Am topper of my class evertime.I love to find and research about new inventions.I want to work hard to achieve my goals! Note some of your qualities: Intellegent ,Handsome,Smart ,Sigma,Contfident and Revenge taker Tell us some of your defects: anyone can easily make me laugh whenever ,anytime. Had you before any kind of responsabilities(describe it): Yes I am now Moderator is CSElites and last 6 months I was moderator is this communty too (CSBD) On which category/categories have you been active lately?(describe your activity): VGame Reviewers,Journalists and Devil Harmony. Which category/project you want to care off?: VGame Rewier,Devil Harmony and Journalist. How well you speak english?(and other languages): English/Urdu/Aranic Do you use TS3? Do you have an active microphone?: No.sorry For how long can you be active after you get accepted?(days, weeks, months, years): honestly Months.Years,I post everyday. Contact methods: Discord :horror_xd__08935 ,pm ,Youtube Horror Professional or Cricket Professional Last request: -
  2. happy Birthday,Happy Happy birthday ,Happy happy happy birthday to tayab lol

  3. Hello Everyone, Please vote for ChaosZM.CsBlackDevil to share your love with server. Click Here To Vote : https://topg.org/cs-servers/server-672631
  4. @sNk_NoxTra @Horror Professional™
  5. Introduction Model: ¤ Nickname: ¤ Real Name: ¤ Age: ¤ Country: ¤ City: ¤ Favorite Games: ¤ Favorite Shows: ¤ Favorite Movies: ¤ Favorite Songs / Favorite genre: ¤ What would you like to do in life: ¤ Favorite actor - why ?: ¤ Favorite actress - why ?: ¤ Do you smoke? / What brand of cigarettes do you smoke: ¤ Favorite alcoholic drink: ¤ Favorite juice: ¤ In what country would you like to live: ¤ Favorite football team: ¤ Car models: ¤ A brief description about you:
  6. ChaosZM Maps zm_2day.cfg zm_3rooms.cfg zm_303.cfg zm_2010.cfg zm_2012.cfg zm_2012_final.cfg zm_adytzasfantu.cfg zm_anz@r.cfg zm_area44.cfg zm_army.cfg zm_assault_d3.cfg zm_assault_shadow.cfg zm_aztec_temple.cfg zm_azteka.cfg zm_battle_ground3.cfg zm_battleground_foda.cfg zm_biohazard_christmas_new.cfg zm_black.cfg zm_blackdevil.cfg zm_bodiez2d.cfg zm_canabys.cfg zm_canabys_glass2.cfg zm_canabys_snow.cfg zm_castles.cfg zm_chatovica.cfg zm_chatoyant.cfg zm_cpl_mill_kamp.cfg zm_cross.cfg zm_cross_fixed.cfg zm_defense.cfg zm_deko_csf.cfg zm_deko2.cfg zm_ds_army_new.cfg zm_dust_attack4.cfg zm_dust_kamp.cfg zm_dust_winter.cfg zm_dust_winter_beta.cfg zm_dust_world.cfg zm_dust2.cfg zm_dust2build_click21.cfg zm_dusted_foda.cfg zm_dusts.cfg zm_dusts_fix.cfg zm_dusts_winter.cfg zm_dusty_camp.cfg zm_effect.cfg zm_effect_evil.cfg zm_egypt_v3.cfg zm_electro_winter.cfg zm_evil_dustnight.cfg zm_evil-dust.cfg zm_evil-ice_attack.cfg zm_evil-ice_attack2.cfg zm_evil-snow.cfg zm_extend.cfg zm_fa_world.cfg zm_farra.cfg zm_five.cfg zm_foda.cfg zm_foda_v2.cfg zm_foda2013.cfg zm_fortuna.cfg zm_fortuna_rmx.cfg zm_fox.cfg zm_fox_v2.cfg zm_fox_v3.cfg zm_franqeeto_final.cfg zm_frosty_f2.cfg zm_frozen_hell_mini.cfg zm_funzone2.cfg zm_garden.cfg zm_gbox.cfg zm_gbox5.cfg zm_gbox6.cfg zm_gbox7.cfg zm_glass_attack6.cfg zm_goblin.cfg zm_grass_attack4.cfg zm_greenhill.cfg zm_hard-mode.cfg zm_hipforestal.cfg zm_houses.cfg zm_ibero.cfg zm_ice_attack.cfg zm_ice_attack_vip.cfg zm_ice_attack2.cfg zm_ice_attack3.cfg zm_ice_attack5.cfg zm_ice_devil.cfg zm_ice_devil2.cfg zm_ice_house.cfg zm_ice_vk.cfg zm_IDF_Israel_CoBRa.cfg zm_india2.cfg zm_infantry.cfg zm_infect_click21.cfg zm_inferno.cfg zm_inferno_beta3.cfg zm_inferno_small_fix.cfg zm_israel.cfg zm_ivoka.cfg zm_kaozcity.cfg zm_killdust.cfg zm_killdust2.cfg zm_long_jump.cfg zm_minecraft.cfg zm_mkdualdust.cfg zm_mkdust2.cfg zm_monstro_snow.cfg zm_murder_house.cfg zm_nightcamp.cfg zm_nuke2012.cfg zm_pis2.cfg zm_pool_evil.cfg zm_remix.cfg zm_restart_v3.cfg zm_revenge_town.cfg zm_sand.cfg zm_sand_new.cfg zm_school2_v2.cfg zm_skin.cfg zm_slash.cfg zm_snow.cfg zm_snow_mix.cfg zm_snow_volta.cfg zm_snow_world.cfg zm_snow2012.cfg zm_snowbase.cfg zm_snowbase_bnzk.cfg zm_snowbase2.cfg zm_snowbase3.cfg zm_snowbase4_zp.cfg zm_snowland_v1.cfg zm_tonga.cfg zm_torn_camp.cfg zm_toxic_house.cfg zm_toxic_house_vk.cfg zm_toxic_house2.cfg zm_toxic_ice_attack.cfg zm_toxic_ice_attack2.cfg zm_trakinax_tubo.cfg zm_ugc2.cfg zm_vendetta.cfg zm_vip_gray.cfg zm_vip_xtreme_fun_world.cfg zm_walking_dead.cfg zm_water_attack.cfg zm_winter_big.cfg zm_winter_invasion.cfg zm_x1.cfg zm_x2.cfg zm_zero_blood.cfg zm_zhell.cfg zm_zombattack_new.cfg zm_zombie_cage.cfg zm_zonecs.cfg zm_zoom_baza.cfg zm_zp_headshooter.cfg zp_dust_kamp.cfg
  7. Model: ¤ Your Nickname: ¤ Your Address discord,or ways to contact you?: ¤ Your Age: ¤ Languages That You Can Speak: ¤ Your Country/City: ¤ Experience As Admin: ¤ Can you bring more players or admins on server?: ¤ Link Of Hours You Played On Server: ¤ Reason That You Want To Be Admin: ¤ Have you read the rules?: ¤ Other Information For Your Request:
  8. Kaise kaise log daikhne ko miltay han

  9. Hitman is a stealth game franchise created by Danish developer IO Interactive. The player controls the contract killer Agent 47, who travels the world to assassinate various targets who are assigned to him. The first game in the franchise, Hitman: Codename 47, was published by Eidos Interactive for Microsoft Windows in 2000 and introduced many of the gameplay elements that would become staples of the franchise. Eidos published the next three games, Hitman 2: Silent Assassin (2002), Hitman: Contracts (2004), and Hitman: Blood Money (2006), for Windows and consoles, each building upon Codename 47's foundation of stealth gameplay. After a six-year hiatus, Hitman: Absolution (2012) was published, and a high-definition port of the original three console games in 2013, both by Square Enix. After another hiatus from the main series, the next game titled Hitman (2016) was released, also published by Square Enix. Hitman 2 (2018) was published by Warner Bros. Games, which later published HD ports of Hitman: Blood Money and Hitman: Absolution (2019). The most recent main series game, Hitman 3 (2021), was self-published by IO Interactive. In 2023, IO rebranded Hitman 3 as Hitman: World of Assassination, which imported all content of the previous two titles to the game. Feral Interactive published Hitman: Blood Money - Reprisal for mobile platforms the same year. Mainline games in the Hitman series have been generally well-received, with most critics praising the take on stealth gameplay and freedom of approach. Outside of the eight mainline releases, the franchise includes three spin-off games, two novels, remastered and HD rereleases of games, and a comic book miniseries, and two film adaptations: Hitman (2007) and Hitman: Agent 47. In 1998, following the dissolution of Danish game developer Zyrinx, its remaining team members regrouped to form Reto-Moto.[5] This team later established IO Interactive (IO), which would go on to create its first intellectual property, the Hitman series. The inaugural game, Hitman: Codename 47, marked IO's debut in the gaming industry. Initially, the studio had planned to develop a straightforward shooter titled Rex-Domonius, but the concept was ultimately abandoned by Reto-Moto.[5] The creative vision for Hitman: Codename 47 was led by Danish designer Jacob Andersen, who drew inspiration from Hong Kong action films. Andersen explained, "We decided to do a quick game inspired by Hong Kong action movies... Basically, a guy in a suit blasting away in a Chinese restaurant."[5] This initial idea evolved into the story of Agent 47, a genetically engineered clone assassin. The game introduced a unique gameplay mechanic where players could assume disguises from non-player characters, a feature that became a hallmark of the series and set Hitman apart from other games of its time.[5] Additionally, Codename 47 was among the first games to incorporate ragdoll physics, which enhanced its realism and set a new standard for the industry.[6] Published by Eidos Interactive in 2000, Codename 47 was initially released exclusively for Windows. Andersen noted that the decision to focus on PC development was driven by the difficulty of obtaining console development kits at the time, as well as the growing availability of 3D hardware for PCs, which made the platform particularly appealing for innovation.[5]. The first sequel in the series, Hitman 2: Silent Assassin, was developed by IO Interactive and published by Eidos Interactive for Microsoft Windows, PlayStation 2, and Xbox in October 2002, followed by a GameCube release in June 2003. Building upon the foundation of Codename 47, Silent Assassin placed greater emphasis on stealth mechanics and introduced new features, such as a first-person view mode, the ability to incapacitate enemies non-lethally, and missions that allowed for multiple approaches.[5] Reflecting on the development, Jacob Andersen noted, "Now that the main platform was PS2, we felt more at home." However, some fans of the original game were dissatisfied with the introduction of a mid-level save system. While the controls were improved and efforts were made to address AI issues, non-player characters continued to exhibit unpredictable behavior. "Many have tried to fix the AI since, and all have failed," Andersen remarked with a smile. "It just has to have those odd moments—otherwise, it wouldn't be Hitman."[5] The next installment, Hitman: Contracts, was developed by IO and published by Eidos Interactive for Microsoft Windows, PlayStation 2, and Xbox in April 2004. The game served as both a sequel to Silent Assassin and a partial remake of Codename 47, featuring remastered levels from the first game with enhanced graphics, improved AI, and gameplay elements introduced in the second game. This decision was influenced by the fact that only 10% of Silent Assassin players had experienced Codename 47, largely due to the latter's Windows exclusivity. As Andersen explained, "We decided to make Hitman 2.5 with some of the best content from [Codename 47]."[7] Hitman: Blood Money, developed by IO and published by Eidos Interactive, was released for Microsoft Windows, PlayStation 2, Xbox, and Xbox 360 in May 2006. Developed concurrently with its predecessor, Blood Money continued the story from the previous installment and represented a significant leap forward in terms of graphics, AI, and level design, thanks to increased resources from both IO and Eidos.[7] The game received generally positive reviews and is widely regarded as a cult classic.[8] Blood Money has been re-released multiple times: first as part of an HD collection alongside its two predecessors in 2013,[9] again in 2019 as part of another HD collection with its successor,[10] and most recently for mobile devices in 2023[11] and the Nintendo Switch in 2024.[12] A box set titled Hitman Trilogy (released as Hitman: The Triple Hit Pack in Europe) was published by Eidos for the PlayStation 2 on June 19, 2007, in North America and June 22, 2007, in Europe.[13][14] The collection includes Hitman 2: Silent Assassin, Hitman: Contracts, and Hitman: Blood Money, with the games remaining identical to their original standalone releases.[13] Following the release of Blood Money, IO Interactive shifted its focus to developing new franchises, including the action-packed Kane & Lynch series (2007 and 2010) and the more family-friendly Mini Ninjas (2009). https://en.wikipedia.org/wiki/Hitman_(franchise)
  10. Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the video game brand), and was officially launched on January 2, 1994.[13] Version 1.00 was released in January 1995,[14] with the primary author being the company co-owner and software developer Ton Roosendaal. The name Blender was inspired by a song by the Swiss electronic band Yello, from the album Baby, which NeoGeo used in its showreel.[15][16][17] Some design choices and experiences for Blender were carried over from an earlier software application, called Traces, that Roosendaal developed for NeoGeo on the Commodore Amiga platform during the 1987–1991 period.[18] On January 1, 1998, Blender was released publicly online as SGI freeware.[1] NeoGeo was later dissolved, and its client contracts were taken over by another company. After NeoGeo's dissolution, Ton Roosendaal founded Not a Number Technologies (NaN, a reference to the computing term of the same name) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002. This also resulted in the discontinuation of Blender's development.[19] In May 2002, Roosendaal started the non-profit Blender Foundation, with the first goal to find a way to continue developing and promoting Blender as a community-based open-source project. On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.[20][21] The campaign aimed at open-sourcing Blender for a one-time payment of €100,000 (USD 100,670 at the time), with the money being collected from the community.[22] On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free and open-source software, largely developed by its community as well as 26 full-time employees and 12 freelancers employed by the Blender Institute.[23] The Blender Foundation initially reserved the right to use dual licensing so that, in addition to GPL 2.0-or-later, Blender would have been available also under the "Blender License", which did not require disclosing source code but required payments to the Blender Foundation. However, this option was never exercised and was suspended indefinitely in 2005.[24] Blender is solely available under "GNU GPLv2 or any later" and was not updated to the GPLv3, as "no evident benefits" were seen.[25] The binary releases of Blender are under GNU GPLv3 or later because of the incorporated Apache libraries.[26] In 2019, with the release of version 2.80, the integrated game engine for making and prototyping video games was removed; Blender's developers recommended that users migrate to more powerful open source game engines such as Godot instead.[27][28]. In February 2002, the fate of the Blender software company, NaN, became evident as it faced imminent closure in March. Nevertheless, one more release was pushed out, Blender 2.25. As a sort of Easter egg and last personal tag, the artists and developers decided to add a 3D model of a chimpanzee head (called a "monkey" in the software). It was created by Willem-Paul van Overbruggen (SLiD3), who named it Suzanne, after the orangutan in the Kevin Smith film Jay and Silent Bob Strike Back.[29] Suzanne is Blender's alternative to more common test models such as the Utah Teapot and the Stanford Bunny. A low-polygon model with only 500 faces, Suzanne is included in Blender and often used as a quick and easy way to test materials, animations, rigs, textures, and lighting setups. It is as easily added to a scene as primitives such as a cube or plane.[30] The largest Blender contest gives out an award called the Suzanne Award,[31] underscoring the significance of this unique 3D model in the Blender community. Blender has a node graph system for procedurally and non-destructively creating and mani[CENSORED]ting geometry. It was first added to Blender 2.92, which focuses on object scattering and instancing.[33] It takes the form of a modifier, so it can be stacked over other different modifiers.[34] The system uses object attributes, which can be modified and overridden with string inputs. Attributes can include positions, normals and UV maps.[35] All attributes can be viewed in an attribute spreadsheet editor.[36] The Geometry Nodes utility also has the capability of creating primitive meshes.[37] In Blender 3.0, support for creating and modifying curves objects was added to Geometry Nodes;[38] in the same release, the Geometry Nodes workflow was completely redesigned with fields, in order to make the system more intuitive and work like shader nodes.[39][40]. https://en.wikipedia.org/wiki/Blender_(software)
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