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  3. FMPONE

Posts by FMPONE

  • Valve: Future Hardware Plans

    • FMPONE
    • February 10, 2017 at 12:12 PM

    http://dlvr.it/NLCH32

    Gabe optimistic about VR but includes possibility of total failure

    3 new Valve VR titles

    Portable VR coming soon. First as an Add-on and then integrated

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • February 9, 2017 at 12:46 PM
    Quote from RaVaGe

    On 2/6/2017 at 2:48 PM, RaVaGe said: Shoulda work that blorange man.

    BLORANGE TEAM W/ ME GOGOGOGO

    [Blocked Image: https://oogaqa.bn1301.livefilestore.com/y3mFH_MVLcKZFj4f7JUwcY7n0GM05WhqX1l5N-ydDzgdZtG7UWRxuNTNCnL8kqVpiWOzp5J3uIyyY2DNJIiMkPVkCVakwFWkGEov7r0k1PtKmk-FNS8NyQhk6sCkWoUqI0GETYtthzFgY4lwLPZRGPwjdWZOBjX06Emw6r-ZXjxnrl8FSq_RQsB8lXTbVBFfFt2/fan_gamma_2.jpg?psid=1]

    Sign me up for this bad motherfucker!

    Quote from SirK

    On 2/7/2017 at 3:45 AM, SirK said: Im working on my submission for the reddit 1v1 contest - hope ill get it finished

    I'd shrink the scale of those floor textures. I'm guessing they're above .25 scale, that's generally a no-no.

  • What I'm Working On

    • FMPONE
    • February 9, 2017 at 8:44 AM
    Quote from SirK

    4 hours ago, SirK said: Hope Ill get to play this one in a 5v5 someday :)

    I hope so too!

    Quote from Roald

    48 minutes ago, Roald said: Mmm I personally think it's CT sided aswell. I don't know how you got those numbers? I played two competetive matches with balanced teams and both matches resulted as CT sided.First matches was 13 - 2 when I was CT and we ended up 18/17 on overtime. Second match was like 9 - 6 as CT and we ended losing the match when we were T's.

    The numbers are the average of all the playtest round scores. You've mentioned 13-2 and 9-6, for instance. That's a pretty large variation in and of itself -- there were plenty of matches played where the numbers went in the opposite direction (more matches, in fact!)

    Regardless, I really enjoyed your feedback and the thought put into it.

  • What I'm Working On

    • FMPONE
    • February 9, 2017 at 5:26 AM
    Quote from SirK

    17 hours ago, SirK said: I know ;) I actually like maps that differ from the typical 3-lane-layout with a set number of paths / entrances and so on. But I think the timings (rush / rotate) combined with the layout choices can lead to a heavily ct-sided map. Couldnt attend the playtest yesterday over on reddit but i think ive read "too ctsided" more than one time in the comments.

    I really like the overall layout - the heavy focus on mid control is a nice touch - but I think the timings will break its neck if they stay like they are right now.

    Balance stats were 48% CT, 52% T.

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    Smart analysis. He has some ideas that will be tested/implemented.

  • What I'm Working On

    • FMPONE
    • February 7, 2017 at 7:45 PM

    brb guys, adding an underground water section! JK :)

    If you have any ideas on how to make the map more strange, feel free

  • What I'm Working On

    • FMPONE
    • February 7, 2017 at 7:23 PM
    Quote from Radu

    5 minutes ago, Radu said: Yes, I liked the terrorist mid entry and bangable wall section on one of the bombsites, but it's not strange enough.

    What are your favorite maps?

  • What I'm Working On

    • FMPONE
    • February 7, 2017 at 6:42 PM
    Quote from Radu

    1 hour ago, Radu said: @FMPONE when are you going to try some non-4leafclover layouts?

    Subzero is pretty strange, have you played it? :)

    Quote from RaVaGe

    1 hour ago, RaVaGe said: No pics no clicks.

    Pretty sure there was a picture in that post :D

  • What I'm Working On

    • FMPONE
    • February 7, 2017 at 12:45 PM

    Released the grey-box of Subzero yesterday, can be found here :)

    http://steamcommunity.com/sharedfiles/fi…s/?id=855326723


    EU and NA playtests today on Reddit, it sure would be great to see you guys there!

  • I'm new and need help

    • FMPONE
    • February 5, 2017 at 4:42 AM

    I believe you need to raise your player spawn entities in the level maybe 8-16 units.

  • Kruppstahl’s Withdrawal from the Map Contest

    • FMPONE
    • January 31, 2017 at 1:00 AM

    Sounds like an innocent mistake with a plausible explanation. Best wishes to all involved, thanks for the mature resolution!

    Hopefully a lesson was learned. As for the future of Kruppstahl -- who would benefit from removing the map from future consideration? :)

  • [CSGO] NIGHT BOROUGH

    • FMPONE
    • January 29, 2017 at 8:40 AM

    I think it's really neat :)

    One thing I'd love to see with this map, that I think would help a lot, is converting many of these buildings into off-angle instances. Or having instance-details such as over-pass bridges or railway lines going above the streets. I get that buildings in cities are built on grids, but it's really important to not have 45 degree angles in too many locations.

  • Counter-Strike: Global Offensive

    • FMPONE
    • January 29, 2017 at 12:34 AM

    Damn, this finals is gonna be LIT!

  • POTUS 2016

    • FMPONE
    • January 28, 2017 at 2:16 AM
    Quote from Sprony

    3 hours ago, Sprony said: Deus Ex has become real:

    [Blocked Image: http://i.imgur.com/MXM3Wj1.png]

    That really is an astounding image...

  • Overwatch

    • FMPONE
    • January 24, 2017 at 9:39 PM
    Quote from (HP)

    25 minutes ago, (HP) said: And we got CTF now! :D

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    Damn I love CTF. Might have to give this a spin

  • Day of Infamy Mapping Contest Discussion

    • FMPONE
    • January 23, 2017 at 2:27 AM
    Quote from Radu

    8 hours ago, Radu said: @the0rthopaedicsurgeon Congratulations on winning 1st place! I noticed you were a strong contestant ever since you posted the dev screenshots. I look forward to playing your level in the game officially.

    Great job to everyone else and I hope to see Brest and Bure being added to the game as well.

    Congrats to surgeon and all the winners!

  • The Mapcore Mod Team

    • FMPONE
    • January 18, 2017 at 4:10 PM
    Quote from Klems

    1 minute ago, Klems said: In that regard, making a BMS mod would be a mistake in my opinion.

    Before I allow everyone else to discuss this further, I want to comment on why I disagree with this statement and why BMS will be the best technological platform for further SP work in Source.

    BMS is being actively updated and many of the newest CSGO graphical features directly transferred over thanks to BMS' active coders. BMS tech could also be transferred into a new title, it doesn't have to strictly live on their workshop (I might be wrong on that, but I don't think I am.)

    As a result, BMS is, outside of CSGO, the "newest" Source you can work with. And it has all of the SP scripting stuff included inside.

  • The Mapcore Mod Team

    • FMPONE
    • January 18, 2017 at 3:40 PM
    Quote from dux

    25 minutes ago, dux said: Oh shit it's 2004. The biggest thing to come out of this would be a map pack for BMS.

    BMS became a retail product that made a lot of money (??? assuming here). I guess you hate money too? ;)

    Quote from blackdog

    45 minutes ago, blackdog said: OT: @FMPONE I meant to PM but didn't get around to it... in the past you shared a couple shots of HL2 environment, you ever worked on that SP map again?

    I didn't do a very good job playtesting beforehand, so it sucked balls.

    FOR THE RECORD: I wouldn't have an issue with helping to guide a "Mapcore BMS map pack". However, I'm quite busy with my own work couldn't commit to personally working on it. A "Mapcore mod", would have to develop from interest in many of you guys. All of you would have to steer the process and commit to working on it, it's not something that can be forced. It would take many committed people probably working very very many hours. Not an easy thing.

  • The Mapcore Mod Team

    • FMPONE
    • January 18, 2017 at 12:34 PM
    Quote from Sprony

    12 minutes ago, Sprony said: It has to be a version of Source due to all the stuff you need. It could álso be done on modified Black Mesa Source engine. Half-Life 2 modding is still alive and well. Maps and mods are frequently released and played. Plus, Half-Life 2 is owned by almost everyone and it still has a huge following. With the quality we have here, combined with Source/Black Mesa and the Half-Life name, I can't imagine that it wouldn't be able to find an audience.

    A Black Mesa modification seems like a smart move. I'm sure those guys would be happy about it too.

    Not going to rain on the parade any further, but I think Black Mesa is a separate engine from HL2, the entities are totally different if I'm not mistaken, and a port would be a technical challenge of a large magnitude. Could speak to @JeanPaul on that front. Hard to imagine an "Episode 3" with no HL2 content.

  • The Mapcore Mod Team

    • FMPONE
    • January 18, 2017 at 12:06 PM
    Quote from Sprony

    25 minutes ago, Sprony said: No, it wouldn't @FMPONE and those are good ideas @Vaya. Since private messages, different threads and what not are causing a lot of fragmentation, I'm going to keep it simple. I've searched for what Half-Life 2: Episode 3 would entail (for so far things leaked and were hinted at). I've also asked several pro's for advise and assistance. I'm going to facilitate the opportunity for this community to form a mod team and create an unofficial Episode 3. Whether this idea blossoms or withers and dies is up to you. Everyone who's serious, committed and highly motivated can send me a private message with their motivation, skill set and credentials.

    That doesn't mean that others can't use this thread to find each other and create projects of their own, like @General Vivi asking for help with his VR-project. I'm just ending the endless back and forth of 20 captains trying to steer the ship. Now, let me repeat what I said in the opening post of this thread:

    On what engine?

    I think we could easily make the number of HL2:Episode 2 maps necessary to create an unofficial Episode 3, but the question is would it find an audience? On an old engine like that, who knows.

  • The Mapcore Mod Team

    • FMPONE
    • January 18, 2017 at 10:40 AM

    A Mapcore mod would be interesting, but varying experience levels might make it tough. We have an abundance of level designers, but how many level designers does a mod really need?

    I think it's entirely possible we could start with a core of users from this website, but trying to directly include everyone in the actual development process wouldn't really be feasible of course.

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