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Posts by Dysprogue

  • ITT: Post maps/scenes that never saw the light of the day.

    • Dysprogue
    • March 10, 2015 at 9:04 PM

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    A RunThinkShootLiveville entry that I was planning to release as a mod, layout was fundamentally broken.

  • Testers needed for Private Beta (Transmissions : Element 120)

    • Dysprogue
    • March 5, 2015 at 11:28 PM

    If you want more testers you may want to consider the beta testers collective (http://www.betatesterscollective.com/) the majority of our tests are for HL2 mods.

  • [Help] Making train rails with Valve Hammer Editor

    • Dysprogue
    • February 8, 2015 at 8:37 AM

    Well, the mapper in the image below is using a whole lot more brushes than you and it's hard to say whether the tracks are evenly spaced throughout, the point is that they look like they are. On your one if you try starting the bend further to the left on the inside corner you can make the second gap bigger. Also you can rotate and then move the vertexes to the next best grid points (if that's what you mean by staying on the grid) I'm not a hugely experienced mapper so I don't know how important that really is.

  • MapCore Challenge Discussion

    • Dysprogue
    • March 22, 2012 at 12:09 AM
    Quote from generalvivi

    So, what shall the tutorial be based around? Should we create a new mechanic that no one has used before? Or keep it something that every engine can create? Or... leave it up to the designer to choose which mechanic / ability / whatever they want to teach?

    I would think that a predefined mechanic that every engine can create would be the best option. Doing it this way would ensure the most level playing field and also focus the challenge on making a tutorial fun rather than making a fun tutorial (if that makes any sense)

    Also I haven't really been here long so hello everyone!

  • Shady Sands from Fallout in Counter-Strike Source

    • Dysprogue
    • March 8, 2012 at 3:48 PM

    It looks decent so far, The inside looks great the outside lighting could perhaps use a bit of work but it looks good otherwise. However if you want to sell the story behind shady sands (that is is a post apocalyptic settlement) You may want to consider adding additional props in the dining area (such as bottles, cans ect) and the outside looks a little too clean for a place that has supposedly been blasted.

    [Blocked Image: http://images2.wikia.nocookie.net/__cb20101230004012/fallout/images/d/d3/Fo1_Shady_Good_Ending.jpg]

    Having a look at shady sands in fallout you can see the buildings have pot marks and cracks presumably from debris from the nuclear blast and perhaps raider attacks. (Don't know the full story of Shady Sands never actually played Fallout 1)

    Looking good, just needs more detail to look great.

    In my noobish opinion.

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