Sorry to hear about this.
Posts by Zeta
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Make the struts lightly larger than you would normally so that they intercect the walls.
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Did some polypainting experiments in Zbrush today.
[Blocked Image: http://i29.tinypic.com/ng3nh3.jpg]
[Blocked Image: http://i25.tinypic.com/a0ksj4.jpg]
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Bark attempt
[Blocked Image: http://i25.tinypic.com/16110qq.jpg]
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First stab at ZBrush. Seems likes it's going to be ridiculously fun to use.
[Blocked Image: http://i25.tinypic.com/2s0bt04.jpg]
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No idea what it is but I like it.
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Neat Peri. Fancy doing a quick walkthrough?
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Previous work (which i prefer):
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Looks great, really glad they managed to release it.
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Just played it now and visually / quality wise it's really great. I loved all the little details and custom models.
Couple of comments:
Plastic sheeting: The asset itself looks really nice but I wasn't too keen on the way the players clip right through it.
Dead ends / invisible barriers: There were a couple of points in the map where there are minor obstructions in the hallways or windows that seem like they should passable but are actually invisible walls.
Meat: The non-solid meat was a bit of a let down. I think immovable but solid meat would be preferable, but I understand why you set it up the way you did.
Hallway doors: The hallway between the spawn area and the meat chiller room (with the particle 'frost') was too narrow for the doors. I often found when doors on both sides were open that there was no space to get past. I would probably widen this coridoor.
Radio: This was my biggest gripe about the map. I found myself spending over 5 minutes searching the level for a way to start the match untill I eventually lucked out and noticed the radio. You really need a HUD hint for the location of the radio as the highlight around it doesn't appear untill you get close and actually mouse over it.
Overall it's a great map with a really solid level of quality. Really looking forward to your campaign after seeing this!
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Very nice.
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Quote from Jetsetlemming
Yeah, it probably can adjust fog, color correction, rain, and maybe toggle the skybox appearance. Nothing too amazing for Source, but neat or what it is.
I actually saw a youtube video of someone demonstrating fully dynamic lighting in Source for some mod, but I can't remember what it was or how they did it.External 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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im scared
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i refuse to believe
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Wouldv'e been quicker to have set fire to the pile of money

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The gun model bobbing makes me sea sick.
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Great work you two.
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The editor looks fantastic. Hopefully this can add some competition for unreal.