Dude, Thrik is mapcore
Posts by JeanPaul
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Change the erosion style?
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Honestly the metal walls were way better than the rock
(your last post in wips)
But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks
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It looks just like it, its just mirrored

Looks loads better this time around, excited to play.
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You have to be above and outside the map looking down to get the correct render shit to work in cl_leveloverview
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I like that they used world machine, its cool to see that tool being used. (check it out, its awesome)
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This new trailer gave me chills.
Fucking love the new dark feel to it
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I would love to do a nuke or train styled layout because I love trying different things in my maps. The only problem really is testing resources. To do a map that has a completely new layout (like nuke or train) requires a lot of testing and isnt really feasible on a 1-2 a week test schedule. Also if its a semi-public testing platform (like mapcore's server) people usually get tired of playing the same map's alpha versions over and over and over. Not excuses, just reality. Another part of this is these different layouts are also only where they are currently, in CSGO, because of billions of player hours testing over the course of the years since their release in the early 2000's. (that was on hell of an awkward sentence)
Whereas if you have a realitively well done figure 8 layout, it will play well with a lot less effort. Also while I said it as a joke before, it definitely applies - cs players seriously fear change and most non-dust2 styled maps probably wont be played very much, which is a bummer because I always love playing new things and ideas.
While I cant speak for comp modes or 5v5, I did play a lot of matches on train, nuke, and other non-figure 8 styled layouts in a 32 man server over the summer and there are just certain things you CANT DO. Example being if its any round other than pistol round, going "ramp" on nuke (entrance to B) is almost not possible. Ive seen an entire team of 16 rush ramp only to get entirely slaughtered in less than 15 seconds
But then again, that is a 32 man pub. 
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Did you even read my post?

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Oh, I should have mentioned it. I got rid of the train style idea and went with a more typical figure 8 styled layout. That first screenshot isnt A, its mid.

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So after my first gameplay test of volt, I learned I made a LOAD of mistakes and looking back at the first version of the map makes me laugh. I started on a new and more counterstrike friendly version to test but my Black Mesa work load is increasing and ultimately takes precedence. But, I figured id post what I had so far in hopes that I one day come back and finish it

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lulz 
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Fucking congrats to you guys for real. Color me jealous as fuck

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Incredible.
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de_volt_a2!
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Changes (obvs not all of them)
-Re-designed a lot of A
-Made generators orange dev textures for a little more player guidance
-Inside the factory has a different color dev floor
-Better chokes all around
-Removed ladder access to the top of the generator. You can still access the top of it via a difficult jump very far from the bombsite so while it is still a viable gameplay option, it is a difficult one and puts you at a large disadvantage from a few places
I might have some timing issues in one spot because I made a lot of these changes last night, but we will see how that goes

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I should have the next version of volt up for tuesday's test if its still scheduled.
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Just get one of those chairs where you sit on a wire-like mesh so you can fart without turning the goddamn thing into a stink sponge
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Yup, the tunnel was an after thought a few hours before the test. Im glad I got the idea out of my head so I didnt bother with it later on.
I have solutions to both the top of the generator and the bottom room entrance, they are just slightly confusing as is though so I have some ironing out to do.