I like the cardboard cutout, seems like a nice layout, curious to see how you develop it
Posts by blackdog
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Ah @Klems now I understand why tp your map didn't win!
frofrom KlicksPhillip video sounded like the best but he didn't specify was bonus, or I missed that.Dunno why I can't tag you @donrockdonrock10 but wow, didn't imagine people were still playin HLDM. Really slick map, solid theme. I would add some little guide lights on the train tracks and maybe here and there on the ceiling to emphasise some architectural feat.
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I know, they know the world stops when they drop a trailer. That's why I'm saying, what was the hurry, why couldn't they let have id have the spotlight today.
Anyway, amazing stuff, made me want to watch Westworld so bad and rage because has been removed from NowTV while I was mid-season two

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Quote from Radu
3 hours ago, Radu said: Understandable, it's though to do a follow up of a great game, especially right after, but I feel like after these current projects they could say that they've had quite the breath of fresh air. For me it's just hard not to look at some of the mechanics and environment design and not imagine how well they would fit within the supernatural world of AW. I think I remember Sam Lake saying in an interview that they would like to revisit AW at some point, just not sure when that would be the right time.
I do look forward to Control in the meantime.
If you missed it in the past, this is the best article I've ever read about an Alan Wake 2, I think is to date the only one with actual content developed for AW2, there was even a video but is not showing for me, I get an empty space in the page.
https://www.polygon.com/features/2015/…video-interview
They have repeatedly said they would like to develop the sequel and look forward to that in the future (so maybe you can consider that a tease a-la Valve), so who knows, you would think they have the resources to do so... they moved office again and developing two games.
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Pumped to see this!
I like they implemented the grappling hook, that shit makes every game better, but I don't like much it's implementation and the Doomguy upgrades: the blade animations I like less than the old headsplits and punches, and I think would feel more fluid if the hook was installed in place of the blade. Shoot while gliding, shoot what you want.
I feel there has been a palette change in terms of graphic, as well it feels they are making it feel a bit more "flat" and cartoonish than I expected. Not complaining really, I mostly like the effect, but at the same time some effects make me feel like when they released trailers with unfinished/unpolished FX, in particular the gore system gives me that impression.
I was hoping for a less "meaty" demo in terms of environment, I loved the hell maps in D2016, but this areas with "meat" everywhere nit so much.
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BTW so very surprised they posted this today, with all the QuakeCon going on... Rockstar really couldn't have them have it uh?
Looks absolutely fantastic.
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Quote from FMPONE
On 8/6/2018 at 10:08 PM, FMPONE said: He's not scary enough

How could he
[Blocked Image: http://www.rearfront.com/wp-content/uploads/2017/09/tom-hardy-dog-black-and-white.jpg][Blocked Image: https://i.pinimg.com/originals/b1/0d/39/b10d39514da3bc6e15032ea927ec6852.jpg][Blocked Image: http://petslady.com/sites/default/files/inline-images/xTom_Hardy_and_St._Bernard_having_a_moment.img_assist_custom.jpg.pagespeed.ic.d5dVqig3E7.jpg]
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What am I even doing? ?
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Thanks guys, I've read some earlier comments on this topic but they weren't as focused on LD, so I was curious to hear professionals' take on the video.
I am playing The New Order, actually, I played most of it and enjoyed it a lot... right until the bridge level*, so I was surprised to see such hard feedback on the sequel.
*dunno what happened when I got to the bridge level in W1: I felt my interest in playing had vanished. I am pinning it on a pacing that changed completely, as you go from high octane action to mostly navigation and platforming. And the weirdest thing, I felt sort of spaced out, as if all the movement on oblique planes was annoying me. Never had this sort of problem before, anyway, that made me abandon the game for weeks, then I finally pushed through and progressed but haven't finished it yet.
Quote from FrieChamp1 hour ago, FrieChamp said: The room with the planet model - holy shit.
I kinda want to see it with my own eyes, from the video it seems there might be grates showing the crawlspace connecting the two spots... but yes it's an atrocious solution that has no logic.
Also the crawling into pipes with the upgrades... I dunno it looks the pipe is too small for a person to crawl

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This has started a few days ago, only USA release for now. Looks pretty good to me, hoping it la ds on amazon like the previous serie with James Franco
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I haven't played it yet, but this video popped up on my home and wanted to ask what you guys think, you had trouble playing the game, do you think this is an accurate portrayal of problend in the game? When this person was talking about light in the layer part of the video, pointing out the alley section, I was thinking "well you don't look at the light source, but what the spotlight is illuminating" but then the actual alley to take is truly dark. Unless there was an effort in pushing players to explore and find collectibles...
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There must have been some press event because there are lots of channels posting Spider-Man videos. Sounds cool the way they implemented the suits and skills/upgrades
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Boy stop the presses, CSGO has just received an update comprising of a new case! This was highly anticipated and kinda expected because of the long wait since the last
http://blog.counter-strike.net/index.php/2018/08/20738/
There are new knives as well:
[Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/horizon_case/18.png][Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/horizon_case/19.png]
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Quote from Vaya
12 hours ago, Vaya said: https://imgur.com/CNhQIjN
@csWaldodid a quick pass on A site. Mapcore playtest tonight!
Right, so I don't see a wip topic @Vaya, so will comment here on the playtest if that's ok.
Really enjoyed the map, was my first time on it, didn't get to check it more than a minute or two in the warmup and got my bearings very easily which is great. I wish we had done a second match.
It's quite hard to judge tactics with the swarming presence there was, but I guess is a testament it can work in Casual too, which is another tick to get in an operation(?).
See the picture below for reference on what I wrote.
Mid I feel is the weakest area of the map; I understand has already been reworked drastically from a previous iteration, but I feel is lacking "that something" from the most iconic Mids of the most played maps. It feels very cramped on the T side, feels like a meat grinder tbh with only one access/peek, I think there should be a second high-risk-high-reward option for the attacking team.
TLDR: I find it is too short/compact, doesn't give you the physical space to create options, so I would at least push back the CT positions (about to where you access connector to A).
I wasn't bothered by the head peek for CTs (reminds me of white box in Cache) but I don't see strategic options, only a brute force way in. I can imagine adding something on the T side to counter, for example a structure similar to stairs on Mirage-A/boost on Cache, to mirror that CT platform. Or some sort of sneaky connector that brings you up and close like Mirage's underpass, say a vent with breakable entrance, so now CTs can hear it breaking whilst setting up, and they have that extra nook where someone might be creeping in, to create some discomfort. Or maybe some sort of nook that works like secret in Nuke.
Site A It feels a bit too easy to overwhelm and hold afterplant, I imagine smoking left and right the target, plant "default" where Ts can watch the bomb from two accesses. It felt most of rounds were played there.
Idea one: rotate the site off the grid (and bring it to the left): now with more space on the T side seems more challenging and for CT should be a bit easier to set up. At same time the two T accesses might need repositioning a bit to face CT more.
Regardless, I think the nook at the back/right is a bit of a suicidal position. I heard being mentioned catching CT crossing and once there there's no escape. I would consider something like a safe one-way access, like vents with a drop? While on the other side a raised/covered position, again something like stairs on Mirage-A.
As per the T side of things as they are right now, the left hand access maybe too big and dark and I would make it smaller, maybe a drop (not necessarily one way)
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Hope it all makes sense and useful.
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Hey, I'm thinking of giving skinning a try. Are there any tutorials and resources you recommend?*
I've watched these videos by Hollandje, but it seems to me he's skipping some steps, I mean it feels some stuff is given for granted. I've read the official Valve guide but some concepts I'm confused on, for example when they apply a pattern and also have parts of a solid color in the Hydrographic style:
- i can see the chosen colours in the text,
- i don't understand how the paint by colour works (I don't see in the text a reference between a certain colour and the given part/area)
- are the numbered areas fixed and you need to choose the colour accordingly?
- Wear: I understand you can mask parts you want not to wear via the alpha channel
- so I guess this means you cannot create custom wear patterns, that is fixed/generated by CSGO on its own?
*In terms of resources I'm thinking if there are cheat-sheets/template photoshop file with weapon parts cut-outs with masks that you can toggle while painting/drawing over the parts? I'm trying to imagine the workflow for more intricate and "illustrated" designs, stuff like the ever famous Neo-noir where you need certain parts of the design to align
[Blocked Image: https://pbs.twimg.com/media/DZse7eKW4AAo2W9.jpg]
and I'm wondering how you achieve this when working on the original texture map that looks like this below, which means you have to cut, rotate, flip parts of your illustration to align.
[Blocked Image: https://donielsmoore.files.wordpress.com/2015/05/gun.png]
Guess I should first create the artwork and worry later, but wondering if is possible to paint with this in mind to make it easier to apply, as designs like the Kill Confirmed take advantage of the weapon shape, in my head I look at a weapon's side and "project" an artwork on it, so if I was to start designing this below, I would take the weapon silhouette and paint the artwork... but reading the guide doesn't seem this might be ideal or allowing for the best result.
[Blocked Image: https://i.ytimg.com/vi/UXj8HyGX9CM/hqdefault.jpg]
Hope this post makes sense ? and I hope it's fine tagging some skin experts ?
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Downloading, hopefully I'll be in
