We now, rather unexpectedly, have control over r/Mapcore (thanks to @Utopia for this.)
[Blocked Image: https://www.reddit.com/r/mapcore/]
We now, rather unexpectedly, have control over r/Mapcore (thanks to @Utopia for this.)
[Blocked Image: https://www.reddit.com/r/mapcore/]
Quote from Mocherad15 minutes ago, Mocherad said: lol why? You don't like the new hammer? )
Source2 Hammer won’t be used for CS:GO maps in the near future IMO. I don’t have any information on that but I sincerely doubt judging from Valve’s behavior that it would happen. For one thing they just remade Dust2, another thing is that you’d have to redo all of the maps for a new editor. Also, that’s more work than one might think. It would cost a lot of money. All in all literally nothing points to that happening for many years.
It would make far more sense to do a “CS2” in many years with a fresh start and on Source2.
My family put on Borderliner (Netflix) and we started binge watching. It OWNS go watch it!
Quote from Mocherad22 hours ago, Mocherad said:
I totally agree with them, but there is a insider information that this year CS:GO will be ported to the same Hammer which I'm using in Source 2, so in my situation i will just wait for it (HODL)
Lmao. No. Just no.
If this happens, I will eat your shoes. You can send them to me in the post and I’ll eat them on camera
Source now hooks into 3dsmax really well, so you're not really limited to brushes anymore. You could make a map entirely out of 3d meshes although it would be best to stick to brushes for things like clipping, etc.
Source's major limitations are primarily with transparency. Foliage is expensive, smoke effects are expensive, glass is expensive. Simple shaders cause the engine to really go fucky. If transparency was cheap you'd hardly have any limitations at all. The primary issue I ran into with Sub-Zero was just the "hard-coded' brush limits when you want to take short-cuts on stuff instead of modelling it, or you want nice lighting (brushes light a bit more consistently than meshes). You can't go super high resolution on your textures, 1024x1024 is the mainstay for "nice", 2048x2048 looks great but it's not really viable most of the time because you'll hit hard-limits and performance limits.
Overall, Wall-Worm powered Source is just a bridge to 3dsmax at this point, with some overhead from having to compile (that's where it can be easy to hit seemingly random limits if you're doing anything ambitious). Source isn't a powerful engine by modern standards but it's serviceable for CS:GO at least.
Banning video games would work really well. For example, drugs are banned and you can’t find them anywhere. Because drugs have been banned, no one buys them or spends billions of dollars on them. Also, gamers are never mad online or entitled in their response to controversies. 18-30 year olds are basically very quiet and don’t share their opinions in a loud, obnoxious way.
All in all, banning video games seems like a great idea that would not cause any crazy, endless backlash for any politician :3
Bang bang! You guys are all dead!
Not only are video games violent, but so is the written word! Muahahaha
This game seems to have a lot of hype. Might give it a try
Quote from blackdogJust now, blackdog said: Well I haven't seen it but it's competing with stuff like Dunkirk...
I haven't seen Dunkirk but Get Out is very clearly modeled after the Hitchcock masterpieces and certainly rises to that level, but it has a pulp feel so that might work against it in the eyes of the olds who vote
Quote from blackdog4 hours ago, blackdog said: So it recently came on Nowtv, haven't watched yet, but will do soon. A notification reminded me of it telling me that it has been nominated for four (!) Oscars.
http://time.com/5114533/oscars…tions-reaction/
Best Picture, Best Director, Best Original Screenplay and Best Actor (Daniel Kaluuya)
it has already won best picture at the indipendent awards: http://www.bbc.co.uk/news/entertainment-arts-43275775
If the Oscars weren't a pretentious wankfest it would win best picture
39 matches played in the last week!
While it may be just a start, I want to commend FACEIT and everyone using the HUB for providing a new platform for community maps to be playtested. Personally, I'm optimistic that if we continue to work hard on this idea we will have a few matches being played everyday consistently. Thank you for playing games on the platform, let's keep it going, and tell your friends!
Mappers: don't forget that you can pull demos from the FACEIT platform and watch them back to study the gameplay.
Quote from blackdog3 hours ago, blackdog said: https://www.tweaktown.com/news/61045/cry…ceos/index.html
Cevat steps down from CEO position as the company has “fortified” its position in the last two years.
QuoteQuote With the company in a strong position, now is the ideal time to recognize the existing leadership's excellent achievements over these past two years and formally transition executive leadership to Avni and Faruk.
I have been honored to serve as CEO of the company I founded with my brothers almost 20 years ago and have seen the team accomplish breakthrough things in that time. I look forward to continue helping Crytek as a major shareholder, and I am very excited to see what tomorrow brings. I have every confidence that the company will continue to shine under the guidance of Avni, Faruk, and the rest of the leadership team.
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Quote from MadsenFKOn 3/1/2018 at 1:20 PM, MadsenFK said: If you're gonna make more Wingman maps, then I would love to see something like this again since I thought it was a shame that you abandoned this project. Really eye-catching stuff I must say.
Yeah that map was kinda neat. The gameplay for that map would have been awful for 5v5, for 2v2 it might work well however.
I would probably have to dig it up off of an old hard-drive, hopefully I still have the file.
As part of a 3 day ramp-up to releasing Subzero, today Wingman Killhouse was released.
Quote from JimWood4 hours ago, JimWood said: The main issue right now for me is the total downtime of the servers, which can become quite frustrating, especially for newcomers.
I've had a lot of frank conversations with FACEIT about the challenges and issues we've been facing with the HUBs. With the understanding, of course, that we all want the idea to succeed and in order to do so we're going to have to be exchanging feedback and, hopefully, pushing updates to address that feedback.
There's more to come there, but what I will say is that they do seem genuinely interested in improving the platform. It seems like they're in this for the long haul, so let's try to itemize our feedback.
Current feedback:
-Downtime (of course)
-Need to be able to delete messages as a mod, don't want any egregious posts or out of control spam
-Warm-up time increase so that games aren't cancelled by map downloading
-Notification of our map list when you queue (apparently, this is already being worked on!)
-Trying to reduce the amount of instances where it feels like you go "back to square one" when trying to get into a game, such as when someone doesn't accept a queu
Long term I'd like to see us have the ability to:
-Interact with servers in the same way admins with RCON could
-Workshop map upload option, so that we don't have to route through FACEIT anytime we want to change the map list
-Deeper engagement with the rest of the FACEIT platform, so that it doesn't feel like we're in an island when there is an ocean of games being played in the "open-market" FACEIT platform
-Exposing more of the variables that are hidden "behind the scenes" so that we can deeply customize our HUB experience.
And if we're lucky:
-Additional incentive to play on our HUB
-Rewards for those who start a successful queue (to incentivize being the first player to start a successful match)
-Real ELO rewards/connectivity
I will say that we've had a good number of games going lately, and that I think the biggest/most frustrating issue (games getting cancelled for no reason) is, seemingly, close to being resolved.
Released a trailer with release date (3/3/2018)