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  3. Vilham

Posts by Vilham

  • Final Fantasy

    • Vilham
    • July 4, 2013 at 10:37 PM

    FF8 is the worst of the Playstation 1 final fantasy games.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • July 4, 2013 at 5:31 PM

    Not enough bloom. Needs bloom everywhere.

  • MapCore CS:GO Playtesting 3.0

    • Vilham
    • July 2, 2013 at 10:00 PM

    I wouldn't advise 4, 3 already takes 1:30h people start to leave after that.

  • Deathmatch Map Design: The Architexture of Flow - Re-Post

    • Vilham
    • July 2, 2013 at 6:53 PM

    I concur

  • Playstation 4

    • Vilham
    • July 2, 2013 at 2:47 PM

    It is. They are trying to grab the headlines to shift some copies.

  • The Last of Us

    • Vilham
    • June 30, 2013 at 2:18 AM

    Atleast they fixed this bullshit:

    • If you disconnect or lose connection to the host, you will no longer advance a clan day. You will only advance a day if you are kicked from the match, or exit through the menu
  • Company of Heroes 2

    • Vilham
    • June 28, 2013 at 11:10 AM

    German tanks are far too good. Had a massive tank battle with 5 of the best Russian tanks 3-4 medium tanks vs. 2 elephant tanks, 2 panthers and 3 regular tanks. We lost every single Russian tank and not a single German tank died.

  • MapCore CS:GO Playtesting 3.0

    • Vilham
    • June 28, 2013 at 10:01 AM
    Quote from Marcem

    cs_mass

    The side path was almost too fast for an encounter, sometimes being less than ten seconds until the first encounter. The rescue zone was hard to find, it would be worth making the actual trigger zone more visible. The interior was great, while there were a few cracks in the walls that could result in cheap shots as previous posts pointed out, the firefights always ended up being really fun in there. The sewer seemed to go unused except for rescues, maybe the entrance could be bigger, it's also hard to get out of without being sniped on exit. Overall a fun map though.

    de_venezia

    I haven't seen previous versions so I can't really comment on your changes. The mid path had some really short encounter times, while the side routes were more of an average encounter time. The sites could be moved up a little, as it was rather rare for the T's to actually plant the bomb.

    Thanks for the feedback, I definately think I need to do something about the sewer exit, not sure what yet though.

    As for the 10 second thing, I tried to basically make that like the long corridor in office, I need to tweak it slightly though so you can't necessarily see the middle ground but it can still see anything in the main alley and anything near CT spawn. I might drop the middle part of the alley down 5-6ft and put some scaffold covering it a little.

  • MapCore CS:GO Playtesting 3.0

    • Vilham
    • June 27, 2013 at 9:53 PM

    Ornate the map I thought was yours was Oldtown, they are both very similar in terms of layout and structure but Oldtown was too large. For your map:

    • A had enough entrances, it could use some cover though.
    • The mid area was a bit confusing, took a while to get used to, but effectively its a T shape from the T spawn.
    • B could use another entrance that leads behind the walls, may a window/balcony that looks out over it that can be accessed from another route.
  • WIP in WIP, post your level screenshots!

    • Vilham
    • June 26, 2013 at 9:10 PM

    ah really? Ill try that.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • June 26, 2013 at 8:36 PM

    anyone know why in cs:go my map might crash with an error like: default hostage model not being present

    It doesn't crash on my machine but on someone elses, I have pakratted it. Any ideas?

  • WIP in WIP, post your level screenshots!

    • Vilham
    • June 26, 2013 at 1:54 PM

    knj try playing with the lighting, maybe try some more contrast. Currently the trees blend with the sky rather than stand out against it.

  • A Hat in Time on Kickstarter!

    • Vilham
    • June 26, 2013 at 1:12 PM

    I like a lot of the art style but quite a few things came off as horrible, that damn tiled road texture, the sea and the skybox.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • June 25, 2013 at 11:15 PM

    the jaggies are from the displacement map

  • Routine

    • Vilham
    • June 25, 2013 at 5:06 PM

    The only jump I had was where it cut cameras. I'm sure it will be interesting though and still looks better than 99% of attempted horror games out there.

  • What are you playing now?

    • Vilham
    • June 23, 2013 at 5:47 PM

    Just finished Sniper Elite V2, was alright, nothing special though.

  • failed Uni application :/

    • Vilham
    • June 22, 2013 at 5:00 PM
    Quote from Thrik

    If you didn't get in after demonstrating that I'm really not sure I'd actually want to go to that University. They either have impossibly high expectations or they're fuckin' clueless.

    Out of interest, I wonder how many of MapCore's pros went to Uni?

    studied computer scienceWhich is helpful because A. I can script in basically any language B. I know when programmers are bull shitting me. (not that I can necessarily do anything about it ) C. I had to do all my work on level design in my spare time and push all my uni projects towards games related stuff

  • MapCore CS:GO Playtesting 3.0

    • Vilham
    • June 21, 2013 at 9:28 PM

    mine is ready, sorry I didn't get back before.

  • failed Uni application :/

    • Vilham
    • June 20, 2013 at 11:53 PM

    Equally surprised they didn't take you.

  • The Last of Us

    • Vilham
    • June 20, 2013 at 4:34 PM

    any of you want to play multiplayer later? GMT evening

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