yeah agreed oh boy i hope he does
Posts by insta
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Klein you forgot day of defeat those guys have some good looking maps as well and i almost forgot that new move in mod from those german guys wow just wow that stuff looks amazing so its possible to create alot of ground breaking stuff our 6 year old engine wow 6 years has it been that long man where has time gone i remember when half life just came out and i was playing it at my friends house and we were at that dam and the helicopter came and the cannon shot and you and HOT DIGGITY that was fun imo one of the best games ever tbh of course i also like real time strategy games i mean its not like i get off on playing first person shooters but i mean we all have a favourite game and wether its pong halflife or red alert 2 it doesnt matter because thats our favourite game and people are different but thats cool i mean i love everbody just as much black white yellow tinted grey orange purple whatever you know?
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It sounds confusing and like a long run on sentence almost like this one but just a tad longer.
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We're gonna need alot of bodybags sarge!
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HLRally was such a disappointment

A car game, but you can't crash into other cars? Hogwash!
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Looks very good, as usual

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Sounds like a fun thing to do, sadly I have waaaay too much on my hands at the moment. Good luck though!
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I'm guessing that if you're mirroring a level (through some fancy shader and whatnot), you would literally double your wpoly/epoly, since you have to draw the same stuff onscreen twice.
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Very cool.
I have to make a map in the same setting for HL2, if you don't mind

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Quote from mikker
i know hl2 doesn't have .wad files, but its proberly something quite like it. ".h2t", for examble, i don't know what its called. But i guess its not that diffrent. It needs bumpmapping and such, but if its possible to convert textures easily, it shouldn't be THAT much diffrent.
I thought HL2 used .tga files, all of which are found in a texture folder (ie. not an archive file, like a .wad)
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I can see the future, and I can see klein saying "lolo" in his next post on this topic :G
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You are my favourite poster (I love to read
)What game are you creating this map for? The setting could give you an excuse to use a particular cliche to explain why the player can't go anywhere he wants.
One way to solve it is to not block the road off at all, but instead have the street continue in a realistic fashion. Allow the player to travel a few meters down the road, then pop a game_text up on his screen with "get back into the gameplay area" (in more fitting words of course), and a trigger_push keeping the player from moving too far down the street.
(To be on the safe side, put a clipbrush behind the trigger_push)
This solves the problem, gives the player a small sense of freedom (as long as he doesnt try to escape!!) and looks pretty good/realistic.
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Yeah, good luck with that.
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Happy birthday

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Great topic, well written too

As for the answer, making an urban enviroment like this, and blocking off all the exit routes is a bit of a nightmare if you want to take a realistic approach. As others have said, parked cars or construction work is the only stuff that fits in, unless your map backstory opens up for other solutions, such as police barricades or damage from an accident.
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Nice sig.
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Am I the only one here that likes duffy?