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Posts by Deh0lise

  • Counter-Strike: Global Offensive

    • Deh0lise
    • November 9, 2014 at 6:00 PM
    Quote from El_Exodus

    If you (non-playtesters) ever wanted to know what it's like to participate in a typical Mapcore Playtest, check this out.

    Derp Level: Mapcore. For maximum derpness, enjoy with 60FPS.


    External Content www.youtube.com
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    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.

    You should also state that was realtime, and bots were overpowered!

  • Overwatch

    • Deh0lise
    • November 9, 2014 at 4:36 PM
    Quote from Pericolos0

    So happy to finally get this out there . The response at blizzcon and online has been incredible. I'm up in the clouds right now haha.


    For you guys wondering which mapcore people are working on this, we're actually a pretty small environment team of 5, 3 of which are mapcore members (Philipk, HP, and me).

    There's a bunch of environment screenshots released in the presskit. I found this website which collected them:


    http://www.gameplanet.com.au/pc/galleries/g…ts-screenshots/


    Hope you guys like it!!

    Display More

    Good job guys, they look gorgeous, top notch maps! I specially liked the japanese one, that colour palette is not usual but looks great and feels cosy

  • Overwatch

    • Deh0lise
    • November 8, 2014 at 11:54 PM

    I've just noticed this, so just in case someone else missed it too... you can participate in the beta by clicking the "beta" icon: http://eu.battle.net/overwatch/en/


    Gameplaywise seems really cool and coming from blizzard it can even be better than tf2, they're used to balance complicated games ^^

  • Overwatch

    • Deh0lise
    • November 8, 2014 at 7:54 PM
    Quote from Em

    Exact same reaction.


    Same here. I posted my opinion in Blizzcon thread (didn't see this thread).


    Another thing missing is the sense of humor tf2 has. Gotta see how this turns out.

  • Blizzcon 2014

    • Deh0lise
    • November 8, 2014 at 3:36 PM

    I've seen the Overwatch videos. I liked the maps, they look really good, also the abilities of the players seem quite interesting. It reminded me of a cross between tf2 (game mechanics) and dota (amount of players and different abilities).


    Despite that, the art style doesn't look as homogeneous as tf2 and that's something I really miss. It feels like they've mixed cool individual styles ending up with a product that resembles some manga that combines futuristic/fantasy/animal cartoon/medieval age... I guess that reaches a wider public but I prefer the coherence of tf2 world and its humour. Gotta try it to be sure though.


    SC2 looks cool as always.

  • ar_temple WIP (CS GO Arms Race Map)

    • Deh0lise
    • November 8, 2014 at 3:14 PM

    That's a completely different map, comments make no sense now after updating the pic on the first post. Another thread could have been a better idea imo.


    Regarding the map, looks fine as a mirrored ar map, though it is hard to judge not knowing z heights.

  • [cs:go]de_twinstar

    • Deh0lise
    • November 7, 2014 at 7:29 PM

    I remember testing this map, the layout is great and interesting, I'm glad you continue it.


    Keep on!

  • Heroes of the Storm

    • Deh0lise
    • November 6, 2014 at 8:31 PM
    Quote from Minos

    Anyone interested post their battle.net emails here (email, not battle tag) and region and I'll add you to the list


    (please don't spread this around, I have a very limited amount of invites)

    Thank you Minos! ¿do you mind PMs? bots search for emails in open forums, and then they send pill offers to last longer and get bigger, and we don't need em... we're mapcorians you know.

  • MapCore on social networks (LinkedIn, Twitter)

    • Deh0lise
    • November 4, 2014 at 3:22 AM

    My twitter: @Deh0lise

  • The Mapcore Mod Team

    • Deh0lise
    • November 3, 2014 at 3:18 PM

    Imo UE4 is the way to go so the mod wont look old once it's finished. In that regard, yesterday I received a one year UE4 free subscription, but I've just noticed my PC can't run it (yet), but I could help modelling some environment props and making some textures.


    I like the 1st person scifi adventure idea, many of us are used to make maps for 1st person shooters, and as we start with UE4 coding shouldn't be as hard as doing a different genre like an RTS.


    Btw, I like the scifi stuck in time idea of blackdog, though I'd like few shoots and balck humor.

  • What have you read lately?

    • Deh0lise
    • October 23, 2014 at 2:59 PM
    Quote from KoKo5oVaR

    [Blocked Image: http://kaganof.com/kagablog/wp-content/uploads/2011/08/Discipline_and_Punish_1977_cover.jpg]


    I've never been good to pitch things, so let's just say this is a very interesting philosophy/sociology book i encourage you to get into


    That's an intense one, I specially remember the terrifying torture examples of the start.


    This one is cool too, I've read it not long ago:


    [Blocked Image: http://ecx.images-amazon.com/images/I/31txp3PJ0hL._SS500_.jpg]

  • Gaming Sequels Would Like To See

    • Deh0lise
    • October 23, 2014 at 12:03 PM

    I want Warcraft4, but I'm not sure if I would play it, warcraft3 was too adictive... too good

  • Gaming company employee threatens to kill Gabe, gets game pulled off Steam.

    • Deh0lise
    • October 23, 2014 at 11:45 AM
    Quote from blackdog

    I wasn't endorsing the threats, I just understand the rage. Afterall they contacted valve. And valve has been making too many of these fuckups.

    Yeah, but if you got power. If you've made not even a single sale it is plain stupid, you just lost your place in the best videogame selling platform.

    Think he was being sarcastic.


    Yes I know, but as the whole issue is about stupideness (unmannered rage), reputation (lost with public statements) and power (dropping the game from the workshop), I tried to elevate the discussion in an innocent way as I know fmpone has a law background...


    I'm a serious guy. Threats are serious. Seriousness please.

  • Advice about theoretical matters (Cs Go mapping)

    • Deh0lise
    • October 23, 2014 at 9:14 AM
    Quote from laminutederire

    Hey, By the way, I know it doesn't have anything to do with anything else, but does anyone know if it would be possible to convert textures from another software to textures for hammer?

    If you mean copying textures from another game... you don't want to do that because of IP reasons (you will be dropped off the workshop). If you're just talking about filetype, there is a plugin for photoshop that lets you save files to vtf directly.

  • Gaming company employee threatens to kill Gabe, gets game pulled off Steam.

    • Deh0lise
    • October 22, 2014 at 1:17 PM

    Well, I understand he could get mad because delays or the pic chosen... but cm'on, that's not something you'd discuss publicly on twitter, and even less make rage threats like a teenager.


    Quote from FMPONE

    Threatening to kill people has always been a good business tactic, hasnt it?


    Yeah, but if you got power. If you've made not even a single sale it is plain stupid, you just lost your place in the best videogame selling platform.

  • MapCore CS:GO Playtesting 4.0

    • Deh0lise
    • October 22, 2014 at 9:32 AM

    I really liked how log plays. The only downside for me is the openable door, I think it is kinda unnecessary, makes that area more complex and doesn't add much. I'd also make the stairs wider and add a sign near de entrance so CTs know there is actually another way (I've got suprised the first time I played there).


    This specular looks bad: http://i.imgur.com/I6F3fBy.jpg You should the faces from another cubemap imo.


    The part were the ¿air cooler? is doesn't look right as it doesn't fit the window. Adding a brush might make it feel better. http://i.imgur.com/JXtaGHD.jpg


    Dev texture: http://i.imgur.com/wwaMNU8.jpg


    I'd make prop static the trees down the middle cliff, it is weird they move that way (inside/outside the cliff).


    This is your best map so far in my opinion, it does play really good and the theme is solid and consistent around the whole map. Good job ^_-

  • Collision mesh with wwm

    • Deh0lise
    • October 16, 2014 at 10:40 AM
    Quote from shawnolson

    If using WWMT, the fastest way for the smoothing groups is to press the Process Hulls button in the collision model rollout. It will automatically make each element of each hull node have its own unique smoothing group bit. The hulls can be separate nodes or a single editable poly node.


    Incidentally, there was an update to WW today that addresses some bugs dealing with Hulls (especially if the hull nodes were deleted in the scene).


    Hopefully that adds a little extra help.


    Thank you for the reply and wwm Shawn! it relieves the pain from source modelling.

  • Models vs Brushes

    • Deh0lise
    • October 16, 2014 at 10:36 AM

    You could do a model based level as long as you place nodraw brushes behind meshes and use different optimization techniques. The problem has always been how models were lit, though with CSGO this shouldn't be a problem, at least in the outside areas.


    Despite that, you wouldn't end up with a good optimization if you increase a lot the number of tris in the scene, point him to any source based game so he can see the standard. Anyway, optimization or gameplay doesn't seem to be that important for Valve when choosing a map though, so he could have an opportunity just based on the theme and custom content.

  • Medieval Door with PBR materials

    • Deh0lise
    • October 15, 2014 at 12:07 AM

    I like the textures and design of that door, but it feels or too wide or not tall enough.


    The change might be nice, but if I had to modify it I'd think about how it will look if you open the door (the stairs tile with the upper floor), just so you can reuse it in a level. If you can tile the current one it may not be worth it.

  • Collision mesh with wwm

    • Deh0lise
    • October 15, 2014 at 12:00 AM

    Solved it! the solution was to do it with multiple primitives with a different smoothing group for each one (I also had a basic unwrap modifier; automass & concave).


    P.S Thanks for the help squad, I did check it as I remember dealing with it long ago (though not using wwm back then).

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