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  3. blackdog

Posts by blackdog

  • Max Payne thread

    • blackdog
    • September 21, 2017 at 2:16 PM

    Watched this the other night, I don't fully agree with some things, mainly I don't remember struggling with the "campers"... I don't know if is because I've always been a stoic player and actually liking repetition (to get the most efficient killstreak to save ammo) or that we are now "spoiled" and judging with modern eyes.

    Anyway definitely a game changer.

    I remember trying MaxEd but I was already accustomed at the time with the generic "units" concept of Worldcraft editor and couldn't get my head around the metric system (despite using the metric system in real life). Also I think the editor was already working mainly/only in the 3D view(?). I'm sad I never tried any mod, despite being a huge fan of the game (although I always preferred MP2 that I found more polished and played like once every year after it came out for several years), but good mods came out when the world had totally moved on. It's indisputable though that the kung fu stuff is still impressive and not just because is on old stuff.

  • ECHO

    • blackdog
    • September 21, 2017 at 2:03 PM

    Congrats on the release @Mazy! Good trailer as well, unfortunately it'll be a while before I'll be able to play, but surely at some point :)

  • Blade Runner 2049

    • blackdog
    • September 21, 2017 at 1:20 AM

    Could be interesting

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  • Marvel Cinematic Universe

    • blackdog
    • September 21, 2017 at 1:09 AM

    FCUK YES!!!

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    @Vaya haven't had the chance to finish Defenders yet. Managed to watch most on holiday but I think I still have 2 episodes. I was hoping for more, I think in the timespan of a season they could have evolved the story a bit better, what's the point to do short series otherwise.

  • [CS:GO] De_Grind

    • blackdog
    • September 20, 2017 at 6:17 PM

    Very cool and original theme! liking it a lot.

    Judging from the screens I would nitpick a couple things: looks like some props could be better integrated, the tire tracks seem to stand out and the little pile of dirt in the first screen (not sure if that's prop or displace). Also the tarps would maybe benefit in integration if you could give some shadow, I would think of using a decal maybe, or dirty the edges of the tarp skin.

    Like I said just nitpicking and maybe only noticeable from screens and fine in-game... I need to run around it ;)

  • Dishonored II

    • blackdog
    • September 20, 2017 at 12:07 PM
    Quote from Sprony

    4 hours ago, Sprony said: Finishing games with a wife, two kids and two jobs?

    Yup! I don't find the time for that with just one job and a girlfriend XD

  • Dishonored II

    • blackdog
    • September 19, 2017 at 1:45 PM

    Wow :o

  • Site Changes and Feedback

    • blackdog
    • September 18, 2017 at 7:54 PM

    Hi, just noticed that the formatting bug of bigger font when you paste is still present. I thought was happening only editing a post but this is the result after pasting while composing the post:

    The content cannot be displayed because it is no longer available.

    @Thrik I would be keen in helping out with the darker theme custom CSS, I understand is a bit in the back burner so I could play around on an offline/local version and see if is any good.

  • Overwatch

    • blackdog
    • September 18, 2017 at 7:37 PM

    AS I don't play I don't follow this topic much and I'm not sure if this has been posted, but Amazon just suggested I buy the art book

    The Art of Overwatch: Limited Edition https://www.amazon.co.uk/dp/1506705537/…i_GdbWzbPAPE863

    there's a cheaper version as well

  • Tangerine

    • blackdog
    • September 18, 2017 at 6:09 PM

    I haven't walked around it, can't comment on scale/layout; just got back from holiday, I'll try to download this week.

    In terms of art @Vaya pointed correctly at the boxyness… I see you angled the window "roofing" but can't see what you did on left building ? anyway, I think Vaya was suggesting to cut vertical corners (just look at Dust maps).

    Also streets could benefit from angling some buildings around, having a diagonal street etc (look at the difference that makes the simple angled doorstep in Mirage CT spawn or diagonal stairs to A). Also some (small) height changes of the street level would be good; think of Mirage mid, but of 32-48-64 units instead: that would allow you to use some trims to break up the view without impacting the gameplay as much as a 128 units change (make sure you clip the steps!).

    This should help, you have some height variation in the skyline but I think is still a bit boring, you should find space for a hero building to capture the attention and break up the sky and act as reference in the map for players, just look what they did with Underpass.

    Another thing I notice from last batch of screens is that you are in-setting many windows too much or none at all. Keep doing what you were doing earlier in August. Also those window "huts" in CT spawn seem to be hanging out too much (I mean they are disproportionate to their width, no underneath support, the second one down seems to be ending lower than the first – consider using different materials i.e. wood for those, look at Assassin's Creed).

  • Well what do you know! The Sequel!

    • blackdog
    • September 18, 2017 at 12:31 PM

    Great news! Really happy for you mate :)

    Never heard about that cartoon, I'm pretty sure ?

  • John Wick

    • blackdog
    • September 17, 2017 at 11:37 AM

    Not too long to wait for the third! ?

    http://variety.com/2017/film/news…ves-1202559642/

  • WIP in WIP, post your level screenshots!

    • blackdog
    • September 16, 2017 at 2:06 PM
    Quote from Sjonsson

    On 08/09/2017 at 3:19 PM, Sjonsson said: You're correct about that for sure. I looked through the library and couldn't really find the Italian feel anywhere. So I have been looking more at other canal-filled places like Amsterdam. I mean City 17 is in Prague so I don't think it's possible to make it look authentic to Venezia. Wait, that's Veniz right? All these langauges and changing names, in Swedish it's 'Venedig'. WHY would you rename someone else's city? I was a bit worried at first about using water as obstacles. But the combine force field/fences helps out a lot when it comes to closing off the canals without obstructing the vision forcefully with boats, physical barricades etc. But yeah I agree, water levels are cool! I especially love canals.

    I think cities change name cos they normally contain sounds and letters not present in other languages. Stockholm is Stoccolma in Italian. You guys mixed Italian and English there :D

    Anyway is very hard to make a convincing environment with the wrong textures. Not sure it was ever disclosed where City 17 is… first time I hear Prague actually. There are several plaster textures in the HL2 set, maybe you can do something convincing anyway. Or maybe you can use CSGO/CSS textures?

    I also love the Kanals environment Valve created, I was supposed to create one for Riot Act (part two) before it went off a bit another way.

    Interested to see where it goes. What's the "assignment"/brief?

  • Games W.I.P Thread

    • blackdog
    • September 7, 2017 at 7:44 AM

    Looking pretty good!

  • Doom (4)

    • blackdog
    • September 7, 2017 at 7:42 AM

    Really agree with @text_fish on the bosses, I think I expressed the concept when I played the game.

    But for the rest I enjoyed the game throughout, I found the fights always quite challenging, despite using the same power-up "trick", I still died a lot... which is OK because I like to find the best way to kill the waves.

    Anyway thanks for the article @FMPONE!

  • Site Changes and Feedback

    • blackdog
    • September 7, 2017 at 7:26 AM

    I just wanted say thank for the update, site looks fresh :)

    Regarding the dark theme that some are requesting, it is quite easy with CSS to do, but it is very much up to the forum developer to make it easy to maintain. Some websites switch to dark at night automatically, others let the user switch... if is not supported there's risk of having to update two themes at every platform update.

  • Scorn

    • blackdog
    • September 6, 2017 at 7:20 AM

    Can't say I'm sold.

    the foley artist must have had fun on this.

  • Counter-Strike: Global Offensive

    • blackdog
    • September 5, 2017 at 7:58 AM
    Quote from laminutederire

    14 hours ago, laminutederire said: In theory you could be able to adjust the force of the nade throw to be able to do it, so it's not that game breaking.Plus that's an old trick which is hard to do in every situation which is why pros don't use it often I think

    If you are talking realism, then you should be able to adjust throw strength in any situation, but the game doesn't support something like that, in fact this works when you walk backwards, clear indication of a physics glitch.

    We are talking of something completely counter intuitive, not something like this

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

    • blackdog
    • September 5, 2017 at 7:53 AM

    @Radu is that an aim/ar map? I remember seeing something similar

  • Counter-Strike: Global Offensive

    • blackdog
    • September 4, 2017 at 5:24 PM
    Quote from cubepatrix

    6 hours ago, cubepatrix said: A glitch? I call it smart thinking. I tried it today and it still works which means it will never be fixed.

    Like... have they fixed the stealthy jump crouch that was abused in the major? It's a glitch because a grenade shouldn't bounce that way.

    Fixing stuff takes time, the team have priorities already set, if is not totally game breaking just goes in the queue... that is if they even know about this.

    Use it until they fix it.

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