The limit to the size of the map is that of the Hammer Grid and the engine behind it (number of faces, number of vis leafs etc) and co-op entities are also instances, so I don't imagine this editor should have any issues making those levels too.
Posts by Furyo
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Lighting in Portal 2 is (mostly, as in almost always) a single projected texture and some self illum materials on the side. I'm told Valve doesn't have plans to release this new editor for their other games and I can seriously see why from a purely technical standpoint. Working with instances and a projected texture is one thing, making a TF2 level with this editor is another thing entirely.
Also, no one in their right mind would ship a level with this new editor, which uses apparently a constant 64 units grid. You simply need to get lower than that if you're going to art up your portal 2 level to a good quality.
All the same, I think it's probably the single best thing Valve has put out since creating the Mann Co Store. As a tool to build your community, holy crap that is a good move.
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This picture would suggest you are comparing your daughter to a pig... Either way she seems positively scared by the prospect of that red bird hitting her...
Congrats again Arttu

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I love the trailer for what it does. Just great narration without falling in the usual pit of self righteousness and taking itself too serious. Good stuff.
As for the whole in engine recording, fine, Valve does that too. Show me these are game assets then I'll be properly impressed

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Dude, I've seen the amount of hair that grows on you. there is no way in hell chemo will get the best of that. You are a bear, and chemo is going to run away scared.

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Just added my name to the mix...joining twitter tonight for the first time, be kind if I spit some crap your way

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I'm more interested in the theme this time around, all I want to see is a game where the environment influences the gameplay (Crysis 1) which was too rare in Crysis 2. So this time around, color me interested in this version of NY. And the bow. I hope it can be a signature weapon that's fun to shoot, and provide another great tool on the same level as the nanosuit.
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It was great to come to the booth and talk to your team about the game. I was thoroughly impressed by the game and how well it seemed to play. People were just going on for hours, well beyond the initial points target. Good stuff.
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Anyone who finished the third could never have thought they would leave it at that. And if that's a prequel, it only means another game could still pick up where 3 left off.
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http://www.youtube.com/watch?v=68Nak18nIiU
Nice to see Kratos making a comeback a second time this generation

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I have had the Panasonic Lumix TZ5, and it did wonders for me. I just recently bought a 550D, but I'll continue to use it.
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Interestingly, his website does not mention any work on Dishonored at all. Last video game mention is that of The Crossing
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Congrats on that !

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Knowing first hand how much work went into this, congrats to all my former colleagues on this announcement.
Anything else, let's wait until the game comes out.
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I'm sure the PC version will get made, but Microsoft must have helped these guys out and got a timed exclusive. Either that, or they literally chose to go XNA only at first. Either way, they'll make other versions soon enough.
And damn, I want this game.
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Congrats man, don't let Cry.core get you drunk on the first night (actually, do)
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Thanks 2K and Rockstar for the free collection of games on Steam.

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So I was able to play this at PAX East yesterday, and I found it to be a fresh new take on puzzle games. It's not, contrary to popular belief, Portal, and that's precisely where it both shines and lacks:
It shines in setting itself apart from so many puzzle games by being very accessible and perfectly explained to all audiences, but at the cost of reaching the edge Portal had by being very smart. This is easier on kids, but less satisfying to adults long term.
It shines in having great very deep gameplay mechanics that can really create very mild to very difficult puzzles by combining them, without having to resort to punishing timings as the only difficulty curve like so many other puzzle games; but it lacks in control, which ultimately is the death note of any puzzle game long term. With so many items to pick up in the game, you are left wishing you had the gravity gun coupled with the ultimate precision of the portal gun.
Dealing with items in the demo was only fun as long as their recepticle was within reach, but once you had to launch them, you automatically reverted back to trial and error gameplay. In environments so simple that clearly take a page from the Portal book, the fun of the game should be in figuring things out and executing it to perfection the first time around, like in Portal, and it's simply not happening.
Finally, there is a distinctive missing link in both gameplay and story by not having a live commentator (in the game). The narrator in the demo, the owner of the house, the dr you are looking for, simply is not present enough to act as a valid feedback loop on your actions and success (so much so I managed to not notice I had completed a task for two minutes). Non present narrators can work great (Sands of Time's "that's not how it happened" comes to mind) but by being both not distant and live, this system just accomplishes nothing, which may be why they still relied on text pop ups to translate the narration
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I also have the pic on my phone, I'll try and get it tomorrow