Yeah that one shot really feels like UT. The game looks like a ton of fun though, really hoping there´s a radiant released or whatever is used in house now and not only snap map.
Posts by Evert
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Gameplay from last year, amazingExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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https://masteroverwatch.com/profile/shared/a4ff6daa9ea2f91e
Have not played many heroes since beta ended and since I play solo I don't wanna let down randoms by being terrible as healer/support
Didn't play much soldier in the beta, maybe I'm too casual but I'm having really fun playing him now. -
There are three settings: Off, Classic, and Full View. Depending on your player style you’ll be able to pick a fitting setting. If you want your exploration to be completely undisturbed you can turn Runner’s Vision off, and if you want some guidance to keep momentum, Classic and Full View are good choices.
Regarding the red help system
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https://www.reddit.com/r/earthporn
https://www.reddit.com/r/cityporn
https://www.reddit.com/r/IWishIWasThere
https://en.wikipedia.org/wiki/Imaginationland
Edit: not to be a cock, but looking around for inspiration as a start is usually super helpful, and then just go from there when looking for better references, narrowing down the theme.
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Best looking cs:go level imho, great job!
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I don't care if they charge 10 bucks for it, super nice to see the workshop. But removing all my amazing stats what the fuck!
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With snapmap I'm sure there will be plenty of mutators/mods that will adress the speed for people looking for some more old school FPS coolness, seems as if that's the kind of mods it's intended for besides making maps.
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Sick work! Love the third screen composition
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That looks great, I love all the colors.
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@biXen https://developer.valvesoftware.com/wiki/Func_instance
It's pretty much a vmf inside a vmf so yeah it's exactly what you're describing. They can be handy for organizing levels, but can also make stuff a become a hierarchic mess
I just found them very handy for seperating the skybox from the level, it's a matter of preference I guess. -
Yeah true, does that work as intended when scaling though?
Since the scaling is based on the bounding volume of the selection IIRC?
Never tried it -
Regarding the skybox question:
I've always found 3d-skyboxes to be cumbersome to iterate on, but now with the instances support in CS:GO I've noticed a pretty decent work flow.
It requires a few steps to set up BUT once it's been done it should be smooth sailing.
1. Place a dummy entity in the origin of the world. Select that and fly around and select the most important geometry from your level, like the extents of the playable area, or where the framing of the 3dskybox is the most important or whatever.
2. Paste that stuff into a new 3dskybox instance and place the sky camera on that dummy entity.
3. Scale it all and align it as closely to the grid as possible (the ref geometry will not be compiled so it doesn't necessary have to be on grid, but I usually make sure that the ref dummy is in the origin here)
4. Put the reference geometry in it's own vis-group so that you can easily disable the it before compiling.
5. Place the skybox func_instance anywhere in your level.I've found this to be as close to building around the level, but without having to constantly select and re-scale stuff when aligning stuff.
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I wonder if they've gone with the same aiming/sensitivity in all the games now? It was changed between all the games IIRC.
It felt great in UC2, and super stiff and sluggish in UC3, the first one I don't even remember

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Since you're new to level design; its awesome that you want to explore stuff etc, but honestly, just start making levels and be creative with what's there as a start =)
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This is the best game I've played in years, hurry up and make a huge expansion please.
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Both Rick and Yanzl are such cool guys so they released the content used in those levels you mentioned
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Agreed, second one. Third one also has great potential but would benefit of some more point lighty stuff =)
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