There isn't any reason to, but if you want a map to be played on a lot of servers it helps to follow the rules that everyone already understand.
Posts by Vilham
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the link above taught me everything you need to know.
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Honest I'm a tad confused by this question, are you asking what scripting language is best so you can figure out an engine to use?
Or are you mistakenly asking to be able to programme an entire game with them?
If its the former, then there isnt a huge difference, lua is probably has an easier to understand syntax from my experience.
If its the former, you need to learn a programming language, I would highly recommend C#, similar to C++ but with many features of Java such as garbage collection.
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Sorry I meant computational expense.
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Thats pretty cool. How expensive is it?
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Honestly it depends on the type of shooter and its really important to know the mechanics of that game. Also a lot of trial and error.
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cs_agency
First time I played it, liked the architecture, I imagine the outside could look great. Corridors need a bit more cover tbh. Damn hard for CTs, left route, heavily favours Ts as snipers, Right route favours Ts, mid route favours Ts as you can easily shoot through that wall. Tbh, there needs to be another route mid on the ground floor that links to the big atrium.
de_overrun
Nice small map, doesn't feel like it needs any structural changes. Just start themeing it and see where that takes it.
cs_compound
The far left CT route could be closed off from the pipes that cross over the road, this allows CTs to flank a little bit past the gate, but not too much. There are a few too many ways for CT to jump over the wall, making it super hard for Ts to defend the compound.
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Both are pretty important in a scene. But I guess it depends on what you are trying to portray.
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Yeah liam, make it good already

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free gym membership bitches!
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Piece of advice, if you get some weird errors in game, run your compile log through this:
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are those island expos on a 1v1?
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Tbh he does owe a lot to the media, and so do a lot of other successful indie developers, a lot of the time it isn't that their product suddenly becomes popular as hell and then the media reports on it (dwarf fortress, ksp, terraria and minecraft) its that some media guy finds the game and writes a glowing report on it, without that exposure a lot of indie developers products would flop. Regardless of whether you are indie or not, marketing/advertising is what gets you sales.
Fez was a PUBLISHED xbox game, how exactly is that classified as indie?
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Guy sounds like an total ass tbh, if not someone with mental issues. A break will probably do him good.
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daaaaaamn, that's like 20k per map right?
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O Thrik... He was being sarcastic.
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BAM ATS to the motherfucking rescue. what did i tell you liam.
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Quote from PogoP
Ah ok. I'm a bit confused by environment probes.. I can understand them being used on reflective materials, but my scene is all wood, wallpaper and carpet, so how exactly would they be used in that context? Just curious!
Yes they can, they are heavily used in all environments in Ryse. Its just about getting the settings on them right. But again, not sure if all the features we have are in the sdk atm.
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they use probes aka cubemaps for that.
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STRIIIIDER!
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