Checked out the final version. Unique theme and executed very good ? Great work!
Posts by Squad
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Quote from Minos
18 hours ago, Minos said: Another Squad classic, looks awesome man, I'll have to check this out
Quote from FMPONE16 hours ago, FMPONE said: I'm a really big fan of your work. What I like is your consistency and the way you wrap a theme together in a nice bow for people. Can't wait to run around this one in-game.
It would be nice if Valve packaged this and some of the other cool Wingman maps we've seen lately.
Thank you, guys, I really appreciate it

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Ah, not familiar with it. It's just a coincidence

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Quote from MikeGon
2 hours ago, MikeGon said: Looking fantastic @Squad!
What's the layout like? Are parts of the outside area and road playable too?
Thanks!
The only accessible outside areas are CT spawn and the platform that is visible in the last screenshot.
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My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now.
Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
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Quote from FMPONE
2 hours ago, FMPONE said: A "can't have been playtested" addition to the greybox rule might be viable. It could result in a situation where we do have to disqualify people based on the definition of "playtesting". Another layer of ambiguity to the rules that might not be welcome.
Even if we have to accept some imperfections, keeping the rules from the last contest certainly seems like the most simple (and democratically approved) approach at this time.
In this case and for this contest, I think it'd be worthwile to formulate a defintion for "playtesting".
At the moment, "playtesting" can be anything from checking timings in a first greybox iteration by yourself to a full 5 vs 5 competitive match and everything in between.
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Yeah, you have to smooth shade them individually before grouping them together. Otherwise it'll again end up as a convex collision after exporting/compiling.
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Quote from Anduriel
4 hours ago, Anduriel said: $surfaceprop has to be the name of your texture, which has to be identical with the material name used in Blender.
That's not right. $surfaceprop should be one of the properties in this list (not sure if this list can vary between different branches of Source).
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The left one look like "Chavez", so I'm thinking it's in the Jack Ryan universe.
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Finally checked this out. Overall, it's pretty well done scripting-wise, but I think it's lacking something in the story department. Some clues are given of what has happened (or could have happened), but as a player you still feel a bit detached. It's not obvious what you're supposed to do or look out for. Without giving away any spoilers, I liked the beginning the most, it's very well executed and sets the mood nicely.
Spoiler The middle is the weakest part, imo. It's not very obvious what you're looking for and there are no puzzles/clues/whatever to be found. Unless I missed them, which kind of means they're not obvious enough.
I think the final part lifts it up again a bit, although it's directly dependant on the suspense built up before.
Overall, great job and very well done! It's a nice change from the usual CSGO stuff

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It's This boy's life.
Quote from blackdog6 hours ago, blackdog said: Haven't seen other you Leo movies I think
Don't tell me you never seen Titanic!!!
But seriously, if you've never seen one with Dicaprio, you're missing out on some great movies (Wolf of Wall Street, The Revenant, Django Unchained, ... list goes on).
Here's a new one:
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Normal collision is still disabled in Casual, but you can jump onto each other now.
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Correct. It's from 1993 and based on a (autobiographical) book by Tobias Wolff.
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- MP5SD available in MM
- boosting enabled in Casual (!!)
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