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text_fish last won the day on October 11 2015

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About text_fish

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  • Birthday 06/22/1983

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    Joe Salter
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    Bristol, UK

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  1. Case in point: I think "doomsday prophecy" might be a bit of an overstatement.
  2. Oh, why oh why did I open this thread again? And what is it with people saying "Wait to see what he does before you judge him!!!"? If you don't have the basic mental capability to make loose predictions about what a politician will do when they get in to power there's no point in even voting. It also defeats the purpose of a ridiculous two year campaign before vote day. It's pure nihilism.
  3. I was excited to see CS:GO move to Source 2 for the SDK implications. As far as I can tell, level designers can actually scale props in Dota 2! My mind boggles at the implications of that alone.
  4. Honestly, at this point I don't know how anybody can say they're going to make a decent game-movie adaptation with a straight face. And one with a silent protagonist? Pshaw.
  5. My vote would go to using Black Mesa as long as HL2 specific assets such as combine, grav gun etc. are available in it. That way the project starts off with more toys to play with. For my own part I don't think I have enough proven experience to take the lead on a map, but I'd be grateful of the chance to produce some assets and throw my two cents in to the design process. Working with talented, more experienced folk would be a great asset to my (pretty much nonexistent) portfolio. I don't think the project would need to be massively more technically advanced than episode 2. The main focus should be gameplay and story, rather than a visual overhaul.
  6. If I worked at Valve I'd mash Half-Life and Left4Dead together. Four players team up and choose between Gordon, Alyx, Barney and ... uhmm ... Kleiner? (haha) to tackle AI directed hordes of combine and xen monsters in the North Pole. Or if you don't have friends then the other three characters can be AI controlled. It might not allow for such detailed storytelling, but at this point we all just want to confirm that G-Man is Gordon from the future sent back to tell us that the combine aren't the real enemy, it was the floating plasma babies all along!
  7. Vortigaunts were good guys, but headcrabs weren't! There's still plenty of scope for dangerous Xen creatures, not just due to continued slavery but basic survival, or some other completely outlandish motive.
  8. I'd bring back more of HL1's freaky Xen monsters to mix up the Combine stuff. Human(ish) enemies get boring after a while. Also some more epic environmental puzzles would be nice -- the physics puzzles were fun in HL2 but they never felt as important as HL1's puzzles.
  9. ░█▀▀ ░█▀█ ░█ ░█▀▀ ░░░░█▀▀ ░█▀▀ ░█ ░█ ░░░░░░▀▀▀ ░▀ ░░░▀ ░▀▀▀ ░░░ ░░░░░░░░░░░▄▄ ░░░░░░░░░░░█░░█ ░░░░░░░░░░░█░░█ ░░░░░░░░░░█░░░█ ░░░░░░░░░█░░░░█ ███████▄▄█░░░░░██████▄ ▓▓▓▓▓▓█░░░░░░░░░░░░░░█ ▓▓▓▓▓▓█░░░░ Valve, ░░░░░█ ▓▓▓▓▓▓█░░░░Add This░░░░█ ▓▓▓▓▓▓█░░░░Please!░░░░░█ ▓▓▓▓▓▓█░░░░░░░░░░░░░░█ ▓▓▓▓▓▓█████░░░░░░░░░█ ██████▀░░░░▀▀██████▀ Plz rate & upboat my work 2 thx
  10. Since the format of operations changed (what you're actually paying for now is the missions rather than the maps) they seem to steadily have got fewer and farther between, presumably due to the extra work Valve have to put in to them. On top of all the big updates in 2016 (sound, map refurbs, gloves, graffiti etc.) I guess the CS:GO team was too stretched, and who knows what else they're working on? If they're porting CS:GO over to Source 2 as was rumoured for so long I imagine that's where most of their resources would be directed, and given the rise of Overwatch it would make good business sense to do something major like that to keep the game relevant. I would like a new operation sooner rather than later though please Valve.
  11. This is a confusing conversation, because as far as I can tell the definition of "a flashbang" is changing between: 1) The projectile 2) The flash/blinding effect As far as I interpret it, Grapen wants to block both the projectile and the flash effect, but I think one or more people are only considering one definition, which is the source of the confusion over whether the game is bugged or not. I think. Maybe.
  12. I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other. Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape? You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.
  13. When Valve first introduced dynamic shadows to CS they talked about how it would effect game-play. AFAIK the specific example they used was de_lake because the trees cast a lot of dappled leafy shadow, so clearly it is something Valve take in to account, IDIOTS. (Sorry, I thought we had to be unnecessarily condescending in this thread). Intentional or not, the examples at long-A double doors and mid are great, and I believe people perched atop the crates just outside B-tunnels may also cast a visible shadow if they're not hugging the wall, though I often wish I could see my own shadow so as to verify this. Good question @RedHawk, I am also interested to find out about more examples of this.
  14. Thanks Vaya! I like this, I'll probably play around with that in the next build:
  15. @Vilham said: I think where we disagree is in the nature of Quake 2's gameplay. A straight port of The Edge to Q3A or most other modern shooters (arena or otherwise) would indeed suffer because there's been a slow and determined move away from map control in DM/Arena FPS's. This change can be seen in its extreme in DooM4, with its loadout system. For me, playing Q2 in the late 90's map control was a hugely rewarding aspect of the game, which rewarded players equally (if not sometimes more) to twitch-reflexes or aim. These days if you jump in to most dm/arena shooters you spawn with your finger on "foward" and don't let go until you die because everybody just bounces around at a million miles an hour trying to pwn the fastest and not worrying at all about playing defensively or learning the overall layout of the map.