M8nkey - Yeah, in hindsight, naming it ctf_quarry on first release was a bad choice. This is my first ever map release, so I'll have to bear that in mind for the future.
Posts by PogoP
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Wow, thanks for the spotlight guys!
Quote from JeanPaulWell I love it all, but I have one BIG complaint. The carts that drive on the tracks and are an instant kill are annoying as FUCK. And pretty much filters out everyone going that way except scouts, I would say fix this.
Well, what I've found from playing on public servers is the following: The top route/main route are used much more than the lower route. There is a reason for this; it's so lethal down there.
I'm going to try and increase awareness of the mine carts somehow, maybe just increase the volume of them if possible.
You are not meant to run out of the base, it's supposed to be difficult. You are meant to use it to run in to the bases; all classes can make it through in one run. (I think!)
Plus I think it's nice to have variety in a map. You can risk your life down in the mine or you can risk your life against the hordes of the opposite team camping the top bit!

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Hey guys!
Ctf_quarry is finally being released today! It's been through a fairly rigorous playtest by me and 3 friends, and we've tried to find every bug we can. As far as I can tell, there are no show-stopping bugs, and the map does work!
I would just like to thank everybody for the huge assistance in the WIP screenshots thread. You've all been a great hand in getting the map released, I really appreciate what you've done.
I attempted God-rays, but failed miserably... Maybe in later releases I'll add them in. I'm moving on to learn modelling/UE now, then I'll come back to Source for a while!
Here's a few final screenshots:
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00001.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00002.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00003.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00004.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00005.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/Po…quarry00006.jpg]
And now, here's the download link:
Let me know if that doesn't work, I'll get right on it.
Anyway, do bear in mind that this is still first release, and there may be errors or bugs. No matter how big or how small, please let me know and I'll jump right back into Hammer and fix it!
Once again, cheers guys, let me know if anything's wrong with it.
Oh, and if you guys could, spread the word! Stick it up on your server, tell your Grandma, email your grandchildren! Tell everybody that you can.

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Quote from I3yG-MaK
[Blocked Image: http://img118.imageshack.us/img118/3576/test4uk2.jpg]detailed armor piece. c&c
Looks nice. Reminds me of Donnie Darko.
[Blocked Image: http://cdn.last.fm/coverart/300x300/2025009.jpg]
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Chav guns... Brilliant!
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I'd recommend waiting. Next year, current graphics card will be cheaper too.
I know how you feel about the AGP slot thing... I had the same problem last year. I wouldn't bother buying another APP slot graphics card, just wait until you can upgrade your motherboard and your graphics card, you'll save money that way.
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Quote from Sindwiller
Hehe. Well I basically don't care about that. I have an idea, and I want to realize it as easy, as fast and as nearest to my initial thought as possible.
That's the reason I want to work with the Unreal engine for a bit.
I've only ever used Source, and while it is good, I tend to be put off making my own stuff due to the complex nature of compiling a model for Source. The Unreal engine seems a lot easier to get your models in-game, and the realtime lighting viewer is a definite bonus

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Thanks for the tips guys. I upped the fog, a little too much maybe

Hopefully I'll be releasing later this week!
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry0006.jpg]
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That looks really, really good, Albatros. I love that atmosphere.
My TF2 map is complete now! Just have some fine tuning/3d skybox work to do, then I'll be releasing it. The lighting could also do with some work, it looks a little washed out as I was not compiling with VIS before and added more lights to compensate.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf2backup0021.jpg]
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Looks better than San Andreas.
It's nice to see Russian gangs in a game; it's a nice change from black gangs trying to pop a cap in rival gangs' asses.
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Oh man, I just bought the Collector's Edition just for these videos... What a waste of money! Surely that's illegal? :s
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It's hearing things like these 'scandals' that are beginning to deter me from the game design industry.
I'm very passionate about gaming/game design, yet it seems that the majority of the game design industry is very unprofessional and unorganized. I would love to design games for a living, but I would not like to work under the harsh, unrelenting hand of the publisher.
I just don't know what to think any more. Why can't game design be that awesome, fun industry where people can truly express themselves that I used to think of?
Went off on a tangent there

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I found it really bland and repetitive, turned it off after a couple hours playing and haven't played it since. Luckily I didn't buy it and I'm just borrowing it from my cousin.
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I propose... ACTIZARD!
Or... Blizzavision!
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[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20027.jpg]
Started work on the blue base for my TF2 map today. It's still WIP.
The chrome textures show up really weird, I think it's because they rely very strongly on cubemaps.
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Let this be a lesson to all: Women shouldn't drive.