Well, I can say that I like Source for not being overly cluttered with overly detailed and noisy textures. Gameplay is what matters and in Insurgency it's really solid (+ the game looks amazing)! Are there any tutorials/guides for Insurgency's level design?
Posts by ShockaPop
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FMPONE, double fail: Hammer screenshots of a level with so much done and giving a fuck about map being "violent/controversial". Why do you want to please those who get offended about anything in games and probably won't play games anyway?
I'd like to see that map with light and stuff rendered ingame, it looks really cool already!

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Source 2 should definitely have new tools. Seriously, not the crashing bullshit we have now with compiling whole map if we do small changes somewhere. Also, models/texture import should be much easier to do too. And then million other things there definitely should be in Source 2...
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Make a good game, promote @ Facebook, Twatter, Youtube, etc. Did I mention that you should make a good game?
Then again, if your company is called Therapist Games, I don't know how well you can play your cards with that.
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Quote from (HP)
Badass, loved the first one!
You were in the first one!
At least some content by you. Insta had stuff in the 1st one as well. -
Small "fix". I'm not Trainee at Grand Cru games anymore (haven't been for few months already), just a level designer.

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Was thinking of maybe getting this game if it was sold for cheap.. but damn, it's still around 40e here in Finland. I guess I could just already wait for the next one if prices aren't dropping for SimCity V.
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lol who plays the crappy Comp. MM anyway? Get altPUG for some nicer matches in better servers.

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Watched the MP-gameplay video Rick linked in some post last page... oh man, that game's definitely like nu-COD (CODMW2 ->). And that's a bad thing. Seriously, the guy keeps firing full auto medium-long that range and getting hits on the enemy? Wow, really nice skill level right there you got Respawn. I kind of hoped they'd do something nice that requires at least some skill and is fun because of it (that you can be better than someone else), but they decided to do easy-money by making CoD-clone with mechs.. well, I don't even have to think about buying this game then.
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HAWT DEMN!
I dunno what else to say really.. it's amazing looking map.

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penE, spamm all you want, that still doesn't make your super-quality stuff look bad! Keep it up man!
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This map has alot of that "pro-competitive" feel to it. Definitely going to check this out! Kickass!

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I just got finished with my latest map for CSGO! It's nothing "pro", it's for those casual gamemodes (Arms Race, Deathmatch and Demolition).
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Some screenies:
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Some description:
District - "That large and tactical Arms Race map for those bigger battles!" Arms Race: Kill enemy players to get the next weapon.Get a kill with all the given weapons to win! Deathmatch: Eliminate the enemy playersand get the best score possible in 10 minutes! Demolition: Terrorists must bomb the explosives cachelocated in the tunnel, middle of the map.Counter-Terrorists must prevent this! *Supports 32 players (16vs16).*Works as a "Fight Yard" map if bomb/bombsite is disabled in server (both teams have buyzones).*Recommended gamemodes: Arms Race, Deathmatch and Demolition. --- Some download link (Steam Workshop): http://steamcommunity.com/sharedfiles/fi…s/?id=203538543 --- Feedback is welcome! I'm sure there are things I need to improve on (mainly I'm concerned of performance, bugs and errors).

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Congrats to those who got their skins in! I recognized already some from Mapcore-people (or just artists who came to Mapcore to showoff skins before and make this place more popular because so much content for CSGO comes from this community).

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Kolari, your map looks nice. Has the Dear Esther-ish feel to it. That's not necessarily good when it comes to gameplay in CSGO. Textures are bit too noisy, making it easy for players to blend in them.
Can't wait to play the map though, it looks nice and I like the displacements (you did these by hand?).

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Any chance to see the diffuse Kanine? I just have the feel that you rely alot on shaders and very hi-res textures (2k texture on small object like that is very hi-res to me).
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The tech on the face animations on Quantum Break seemed pretty interesting. Saw that stuff presented in "Syysgraph 2013" here in Finland.
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I'd like to try this game already, but I've heard so much complaints how things break and crash, I'm not really convinced to buy it yet. Why "always the same old CoD" seems to work rather stable while the "always the awesome Battlefield" has stability issues?

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Porting is ugly. Remake the maps if you got a permission (you already got permission to port them, right?), make 'em look nice and so they fit the style of CSGO.
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Are the screws actually screws or just "loops" around the barrell?

Model looks very nice though, I like it.
I need to do a gun model too one day, even if it was from a tutorial.