love the greenlight comment:
"how about making a lemmings game in this style? that would be nice."
you should hire that guy.
good luck. looks like fun.
love the greenlight comment:
"how about making a lemmings game in this style? that would be nice."
you should hire that guy.
good luck. looks like fun.
now i know how to make a quilt in cs:go.
just from a realistic standpoint, those platforms are extremely, extremely small, and nothing you would ever see in a metro system.
i understand the reality vs. fun thing, but might want to consider that the average modern station is at least 150m/500ft long if you haven't already.
otherwise, i like the layout (doorswings and all
).
any time i've gotten a crash on map load, it's been due to an invalid displacement. if you have displacements, compile with them hidden and try to load the map. if the map loads fine, then you have to go back through your displacements and either test them in pieces or cordon compile them....or both, whatever, you get the idea.
just from my experience.
edit: just reread your post...i thought you said that other maps and official maps work fine...i'm now reading that as no maps are loading. in that case, it's not what i've suggested above.
big congrats, all. wasn't seaside in the last one?
screenshots of the final version...
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i think the problem with the blue is that it looks painted on, rather than a product of light refracting around inside of it. you could get away with the saturation if you could get that otherworldly effect out of it.
But don't ever put the fucking milk in the back past all the other shit in the level if all I need is fucking milk
i've published a new file for the final version of this...
subscribe, favorite, and rate anew here:
http://steamcommunity.com/sharedfiles/fi…s/?id=177870384
and Kung Fu Squirrel, if you could redirect the mapcore collection to this new url, that would be great.
would love to play this on the mapcore server some day, but i'm never available at those euro-times...
thanks all.
it looks like leather now. the surface has a kind of soft bump to it that steel would likely not have....the surface would be much flatter, i think, with irregularities occurring in a very thin surface layer (like brushed or scratched).
edit: sorry, was responding to this earlier image...
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i don't see it so much in the latest screen.
Quote from AlexMDisplay MoreBeen getting into procedural geometry generation with a cyberpunk theme. Written in c++ and OpenGL
Here's some gifs from the terrain module and a cube module.
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easy for it to sound that way, but i'm pretty sure he's saying they've modified it so much that he considers it something other than source...
francezinhas for all!
portugal is indeed beautiful, but full of zombies in burberry.
Quote from sock[Blocked Image: http://www.simonoc.com/images/design/sp/its_demo_v11b.jpg]
nice fucking pixels
the nodraws are little more than a cosmetic issue (plus whatever is eaten by drawing those extra faces). if you have nodraw on a displacement and it's not something you see in the map, then you should probably just get rid of those faces by destroying the displacements...and then creating them again with only the needed faces selected.
maps with nodraw terrain don't cause compile issues. only bright yellow displacements that, of course, should still be fixed.
no, mel gibson is not allowed around stuff like this anymore.
perhaps get some contrast on that back wall in the first shot...looks like the light source is actually in the corner of the room.
needs to be more sphincteresque.