I think I preordered Wolfenstein ?
Posts by FMPONE
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Quote from Squad
3 minutes ago, Squad said: Keep us posted about your experiences with it
/emoticons/[email protected] 2x" title=":)" width="15">Apparently they don't ship until May, so in the meantime my experience is this
[Blocked Image: http://images.medicaldaily.com/sites/medicaldaily.com/files/2015/06/10/blue-balls.jpg]
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[Blocked Image: http://cdn.arstechnica.net/wp-content/uploads/2016/01/HTC-Vive_White.jpg]
Fuck me I hope I don't regret spending so much
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Quote from Minos
7 minutes ago, Minos said: It's not as easy as just releasing the tools though, a lot of our architectural pieces are custom made to fit the place they are being used at. (example streets, buildings etc are mostly unique meshes)
I think most people gather there will be challenges with UGC, the frustration is that (as was pointed out earlier in this thread) it's been ten years since TF2, and apparently it's still hard for a company like Blizzard to figure it out. Even id with snapmap is kind of regressing on the custom content front. IMO that deserves some criticism
Like, make modular assets and release an editor. Whatever investment in time and hassle that is, should be definitely dwarfed at this point by the mountains of evidence that says UGC works
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Moved this thread to the spotlight gallery

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They would never release an SDK because they think the community will just make Hitler Penis maps instead of creating good content like they do for every other game with an SDK

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Quote from BJA
On 3/24/2016 at 0:43 PM, BJA said: New MP trailer showing Demons, Powerups and a lot of extras...I think I know who's gonna love that
/emoticons/[email protected] 2x" title=":P" width="15">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.Alright that looks dope.
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been following along with this tutorial series, it's really great so far! I've already learned a ton of shit, even the basic windows tips help a lot to improve workflow for any engine. But with some cool UE4 stuff coming to Mapcore soon, this is a badass guide to get up to speed
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Quote from RaVaGe
2 hours ago, RaVaGe said: It's just an area for a detailling contest, so it's ok
/emoticons/[email protected] 2x" title=":P" width="15">Looks good then!
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Quote from (HP)
7 hours ago, (HP) said: I wouldn't even know where to start to create something like this, absolutely fantastic stuff!!
You should probably think about putting this in the marketplace, either that or make a game with it man.
Agreed, some UI design and story and all the sudden you have a game. Awesome work @Castle
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Welcome to the Spotlight! Great read.
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Quote from RaVaGe
On 3/11/2016 at 11:12 AM, RaVaGe said: [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/intel0000.jpg]
Just for the lulz
for TF2? Rocket jumping around this area would suck balls
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HMMMMM there wasn't a huge stand-out game for me in that demo either, although EVE Vaklyrie seems pretty polished, and I'm interested in Adrift too
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Quote from Corwin
17 hours ago, Corwin said: I grew up tired of my old portfolio and did a complete overhaul of my portfolio and converted it to wordpress to add articles and shit more easily/with better format and less manually editing html files.
http://www.clement-melendez.com/portfolio/
I know there are small issues on certain phones with the format, I'll look into that when I have access to a smartphone.
Great stuff dude!
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To me this looks great. The budget, presumably, seems to have forced a very original art style. It looks fascinating.
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Quote from Vilham
So have played a bit on this now, not sure I like all of it, some of the ideas are quite nice like the one way drop down from mid into B. I thought more of it would have that iconic look but only the T spawn really has it, feels like a bit of a shame.
One thing I noticed in my last match are the side skins, why did you make the Ts have a skin with a white chest (most of the walls in the map are white) while the CTs are a dark blue. One guy on T's literally blended into the wall, when I watched the kill cam I stood out like a sore thumb on the A ramp (even just peaking very slightly out).
Pretty much each area is modeled after reference of the real place, including both spawns and bomb sites, but I guess there is always room to do better or lay it on even thicker. What areas really bother you?
As for readability, it's important that teams stand out from each other as much as possible too. Where did Terrorists blend in?
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Still excellent! Keep goooing!
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Quote from RivFader
Saw the showmatch, it was very fastpaced and both teams had a chance to win it. Overall, it makes for a good map to watch.
I'm glad that lounge won after a comeback, if they got 16-0'd my career would have gotten 16-0'd
Quote from Adam108CZIs there a record of the match? I missed it but would like to watch it
