Hurg is in middle and in a few other spots, I'll leave it to you to find those
Posts by FMPONE
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I'll be there. And by I, I mean a little robot with an iPad FaceTime app running. Please serve the robot beers (put the beers up to the iPad) and pretend like I'm consuming them. Maybe you could pour the beer out while I make drinking noises? A lot of logistics to discuss of course, either way it should be a fun meet up. See you in London!
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I'm sure they'll make a more challenging sequel with the money from the original

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Congratulations, looks really cool! When my computer is back in order I intend to take a look

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Like a boss.
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Just released a major update

-Implemented new architectural features to bring map into scale
-Added new route through middle for faster rotations
-Added trick-jump to Lower B
-Made squeaky-door louder for Counter-Terrorist awareness
-Removed both vents
-Added movement smoothness to "mid"
-Added interactive soccer court at Terrorist spawn
-Added self-boost by main archway chokepoint to add mobility between catwalk and lower
-Made it easier for Terrorists to peek Barn safely after entering A Bombsite
-Added cover to A-bridge
-Added cover to A-platform
-Added cover to T-side mid by double-doors
-Added shoulder-peek to Upper B for Counter-Terrorists
-Added subtle dynamic sounds to increase player comfort
-Increased lighting variety
-Made areas feel more realistic
-Improved readability throughout the map
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Thanks for the comments guys!
Quote from Demonz312nice Keep up great work!,and why are you suddenly decided to make a map of hl2?
Well, I like SP stuff, and I feel like its easier to do original stuff with the HL2 universe than Portal, because the settings you can create are a bit more diverse/action oriented
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Quote from dux
dat house money though
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It's very very very dark

Still nice though

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Awesome. Please keep us informed of your progress, excited to see some UE4 stuff on here, and Shadow Moses is a really great idea for a project too
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WOW. that ingame footage though
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I think the fact that you can suddenly put snow everywhere sort of illustrates the problem. You haven't committed to a geographic location for your map, and as a result all of the geometry feels sort of pointless and lacking in identity.
I do think its well made geometry, though, which leads me to believe that if you can find a geographic location and only use props which are appropriate there, and tailor everything to that, you will have more success.
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I'm surprised you took issue with the guys in the video, they were impressive as fuck to me with what they were saying, and they seemed pretty genuine and passionate. Also WOW this game looked polished. Easily the most polished building/crafting game I've seen yet.
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Are you using mostly constant-style lighting? You can switch out of that for better results, probably
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Impressive stuff! Welcome to Mapcore. Glad to see someone with some nice industry experience joining the action, your TF2 map looks especially great!
I do think your website's presentation could use a bit of work, especially the header is looking a little basic/rough.
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I think Mr. Horsies' legs might be a bit on the short side, he looks sort of zebra-ish right now
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Quote from soultron
Love the last area shot. I hope we're able to use that walkway (upper level, "3A" graffiti nearby). I say that selfishly... one of my favourite concepts in SP experiences is seeing something from your current view, being able to go in/over there and then see the space you passed through from a different perspective.
Yep. That entire area is playable.
Quote from holiestcowsCool stuff, Ive never seen you make any SP maps before. Is all the content stock?
Some random stuff in there that isn't stock