Huh yeah, I also think the cliffs in the first and second pics look very very weird. The two last pics are great though.
Posts by Skacky
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One of the devs said on a french forum that the hideout is indeed a hub level with various NPCs.
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I don't watch a lot of shows, but these are my favorites:
- Game of Thrones
- Lost
- Law & Order
- Dexter
- Adventure Time
- It's Always Sunny in Philadelphia
- How I Met Your Mother (stopped watching though, got boring after a while)
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Very cool JeanPaul, I immediately recognized Avalanche.

Nice idea making it a 5CP map, I wonder how it's going to play out. You have to be careful with too much verticality in TF2 though, good soldiers and demomen can decimate absolutely everything in very vertical maps.
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Quakis runs a review website for several games and afaik he has reviewed some HL2 SP maps.
Darren 'DaZ' Weekes also runs a Youtube channel where he plays through SP maps for various games including HL2. Lots of insight.
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Yeah I agree with Puddy on lighting, a powerful spotlight could really make this corridor shine (no pun intended).

I'm also not a huge fan of the brick texture you used on the bridge, but everything else looks awesome.
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I'm left handed too, I use the mouse with my left hand and I also use the arrow keys.
Some of my binds if you're interested:
RCTRL: Jump (I used MOUSE2 to jump in Natural Selection)
RSHIFT: Run/Walk (depends)
ENTER: Use
MOUSE3: Reload
': Lean left
\: Lean right
/: Crouch
DEL/HOME etc: Inventory or that kind of stuff.
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There's already one, look for 'vanilla' servers in the server browser.
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Happy bday man.

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Woah man that's very impressive. I especially liked the part with the narrow way between the cliffs, very, very well done.
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Hahaha, this is so great.

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Yeah, it runs very poorly on my crap PC here.

I had a quick run-through and I'm pretty impressed, especially with the Spytech interiors. By the way, there's a model with an invalid material here (in BLU territory):
[Blocked Image: http://i.imgur.com/73IkBl.jpg]
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Damn this is looking so damn good. I actually thought that was Breen in the wheelchair.

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I lol'd at Hurg.

Anyways, I must confess I'm not a huge fan of the clean areas, I think it's too smooth and clean for NS. Even Ayumi, which was arguably the cleanest map in NS1, was far grittier. However the other parts of the level look mindblowing, especially the outside areas and that generator. Can't wait to try it out. :derp:
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Congrats HP, I hope you have a good time!
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When I first touched Hammer 4 with my "ye olde Half-Life optimization", vvis took more than a day to compile my (crap) map.

The longest time I had recently was around 10 minutes, and it was for a very, very open map. And that's still a pretty long time, although the map runs perfectly.
Oh and yeah, you gotta finish that map, man.

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Interesting read. I like QTEs when they are used to create a rhythm, like some dance moves or whatevs, and when they are not obnoxious, and God of War is a perfect example of that in my opinion. I don't love this game nor the whole franchise (I think they're cool games but not exactly my kind of stuff), but God of War is the only game where I saw most of the QTEs used the good way.
On the other hand, QTEs like "Smash repeatedly your E key to open that fucking door", "Press your E key to take a piss" or "Press E to instantly kill your opponent and the other guys around him will never see a thing" annoy me greatly. Most of the time these are forced, the latter example has more to do with "Takedowns" (boy do I hate those) than QTEs per se, but I like to put them in the same bag.
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Looks pretty sick but I always find it funny when something as simple as multiple paths is like a super innovation never seen before in trailers.

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Man, Watch Dogs looks intriguing.
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Bumping with some of my favorites.
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