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CS_AGENCY

  • Puddy
  • September 1, 2013 at 12:42 AM
  • Puddy
    • September 8, 2013 at 1:27 PM
    • #41

    Thanks again guys! We did a small update today, just some minor stuff though (not a new layout or anything!). Let us know if you have any crits, we'll probably do another update soon.


    Version 1.0

    - Hostages now spawn in more different locations.- Placesnames have now been added and will be used by bots and will show up next to team chat messages. Look in the upper left of your screen to see the name of the area you are in!- Terrorists can no longer access the helipad. It is now harder for T to cover the hostage rescue zone.- Both the normal radar and the spectator radar, the one shown during loading, have been improved and are now more readable.- Reflective surfaces have been toned down.- The Main Hall artwork has been improved visually.- The navigation mesh has been improved.

  • Puddy
    • September 19, 2013 at 6:39 PM
    • #42

    my rome 2 save got corrupted and i was bored...


    i made a trailer


    http://www.youtube.com/watch?v=-GDcolgQ-x8

  • blackdog
    • September 19, 2013 at 6:44 PM
    • #43

    The only stylistic downer is the "!" at the end. Upped

  • Squad
    • September 19, 2013 at 7:26 PM
    • #44

    Nicely done! How did you make it?

  • Puddy
    • September 19, 2013 at 8:11 PM
    • #45

    1. be bored


    2. remove hud and spectate


    Quote

    3. film a bunch of retarded bots run around your map


    4. select footage where bots don't look too retarded


    5. edit in vegas

  • PhilipK
    • September 19, 2013 at 9:24 PM
    • #46

    looks awesome! great job

  • Sjonsson
    • September 20, 2013 at 8:35 AM
    • #47

    Woah, that's tons and tons of different textures, clean and slick, I like it!

    I might install the game and give it a shot, looks like you put a great deal of time into this.

  • MrSkellyBones
    • September 21, 2013 at 3:25 AM
    • #48

    Just an exploit heads up. I don't quite know how updating the map works now that it's part of Operation Bravo (grats btw!) but I figured I should at least get this to you guys asap so if you do have the power to fix it, you can.


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  • Puddy
    • September 21, 2013 at 10:42 AM
    • #49

    I believe we can, thanks for posting.

  • Thrik
    • September 21, 2013 at 12:43 PM
    • #50

    God damn players man, their ability to find glitches...

  • Puddy
    • September 21, 2013 at 12:44 PM
    • #51

    yeah what a bunch of fags

  • Thrik
    • September 21, 2013 at 12:50 PM
    • #52

    Don't fix it, instead make the player immediately explode if they go up there.

  • Puddy
    • September 21, 2013 at 12:52 PM
    • #53

    was actually thinking of doing a hurt_trigger instead of clipping lmao


    but then i realized this is all official and now and stuff and we have to be serious. ;(

  • Thrik
    • September 21, 2013 at 1:02 PM
    • #54

    So I guess a thousand Hurg sprites swarming around and attacking the player is out of the question.

  • MrSkellyBones
    • September 21, 2013 at 6:16 PM
    • #55
    Quote from Puddy

    was actually thinking of doing a hurt_trigger instead of clipping lmao


    but then i realized this is all official and now and stuff and we have to be serious. ;(


    oh OH. You should player clip it, but make the clip angled so next time someone attempts to do it they will hit their head on the ramp and go flying backwards off the building.

  • MrSkellyBones
    • November 11, 2013 at 7:47 AM
    • #56

    Heyo. Someone just posted this video with a pair of glitch boost in it. As always, doing my duty to let ye creators know before.


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    Check 0:50 and 1:55

  • Puddy
    • November 11, 2013 at 8:16 AM
    • #57

    I really should learn how to use playerclips lol ammarite?

  • mawnsson
    • November 11, 2013 at 9:09 AM
    • #58

    They actually missed the real good ones. However Puddy, do you got possibility to repair any glitches and get the repaired version into the operation bravo playlist?

    P.S. Really great map, playing it alot with my friends.

  • Puddy
    • November 11, 2013 at 9:31 AM
    • #59

    Mawnsson: Please lemme know which are the "good ones". And thanks, glad you like it!


    And yes, I do have the option to make changes (I fixed an exploit before). I was considering doing a balance patch soon:ish.

  • mawnsson
    • November 11, 2013 at 12:55 PM
    • #60

    I might have made them sound better than they really are. With good I was more referring to how good it felt when actually getting a kill or two from a pretty dumb/cheesy place rather than overpowered places as the roof-exploit.

    As an example. one we sometimes use is on top of the pipe to the left in the room @2:40. Only good for killing CT's coming from the cat walk entrance, because it is easily detected when coming from the t-spawn lobby.

    Will that one be seen as an interesting dynamic the players are creating from your level's mechanics or will they be shut down? Hypothetical, if players find access to a certain room above, perhaps, some toilets, will that be fixed? ;P

    In a patch like the one you mentioned, which of shown boosts are affected (in the video MrSkellyBones linked)? Only those that looks glitchy (like the one in the metal detector @0:58 when you got models clipping in your face) or boosts in general which you perhaps did not intend to create and don't like. The boost in the video @2:00 feels like a legit boost until you crawl out on the pipe and once again get metal meshes in the players' face @2:13.

    When playtesting the maps, do you turn on team player collision to test boosts?

    Edit: Wondering, because I'm currently between the sketch and blockup phase of a map myself and got Curious

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