You could also trigger an alarm sound when you are triggering the lava.
Posts by blackdog
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Conspiracy theory: he's remaking the map for CSGO

Jokes aside, he also ported/made a couple maps for The Specialists... maybe the best Matrix Dojo map ever?

I interviewed him for HLItalia when Survivor came out, pity we can't enjoy his contribution in major games.
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Awesome stuff @That50'sGuy, you planning on releasing a pack for mappers?
Sure should be fine, but have you checked that Valve won't get mad for this?
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I haven't picked it back up yet, but this popped up [after watching the video about Alyx's liquid shader]
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A new look at the liquid shader
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Yeah definitely looks interesting from the screens, I like the idea.
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You plant the bomb in there @csWaldo?
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I imagine you can use lots of instances, using displacement brushes/surfaces there, keeping as much complexity away from your layout as possible(?).
Or you partner up with an artist that relieves you of this problems ?
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Quote from Odin
I don’t see the point of building this way if players can’t go in the roof space.
Just build a solid trapezoid that will be textured roof on the outside and ceiling inside. Then building the gable (overhang) it’s easy with an additional brush (which you can easily align by using translation to and clipping tools).
Especially when using thin walls there’s the chance of creating light leaks or shadow glitches, so always build the most solid brushes you can.
Theres also a matter of extra brushes; the limit of brushes you are allowed in a map is generous but still something that could crop up when pushing the limits.
Aside from that, you just end up with extra stuff on the screen that makes it harder to understand what’s going on when looking at a fully populated map.
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Very cool idea, congrats.
My nitpick would be if you could find a blend texture that would allow you to blend the ground to rocks where you have the lava, as it is feels non-organic.
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Friend of ours tested positive. Apparently she got it from the child minder.
I met up with her partner for a daddy walk 4 days before she tested positive, and my partner met the friend just hours outside the 48h window they tell infected people to alert people they met. So we are self-isolating even if strictly taking we aren’t required… doesn’t make much of a difference, we are pretty much in lockdown anyway.
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Oh Office was one of my fav maps back when I started, and for many years to follow.
I really like your Valve easter eggs, other than that seems very faithful to the original.
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Oh @ARPT I didn't mention as I'm not sure how well you know Hammer, but the clipping tool has 3 methods, you might end up clipping the wrong side of the wall depending on where you start clipping. I remembered Tophatwaffle made lots of tutorials so you might find this useful.
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Nice one @sn0wsh00. Just wanted to clarify my point about the TDM is not much about teamwork, players are used to play DM and is fine, my point was about the flow, as all good DM maps let you flow in circular paths (so you're never stopping).
Well done with the changes, it looks more structured already.
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The method you use depends a bit on a case by case. If the building is just for show VS players can roam inside.
You must definitely build on the grid as much as possible (you can always use instances to offset buildings after) and things should align nicely.
If not, you can always use the clipping tool: extend the wall up so it intersects the roof, select the wall, the clipping tool, then start clipping from the left roof vertex to the right, using the bottom roof edge as a guide; that way you’ll cut at the same angle even if off the grid.
If you use vertex manipulation as suggested, I would dare say it doesn’t matter if you pull the inner vertex up and just have the wall go through the roof (as long as it doesn’t come out the other side or touches the roof top face creating a visual artefact) because AFAIK once two brushes touch each other the compilers splits the brushes were they touch anyway, so I don’t think having a dirty built will create perf problems, but I’m happy to be corrected on that. @will2k optimisation expert?
One could argue about texturing if you were using this dirty method, but depends if you’re using trims or not, and even then how important is the building, players might never notice.
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Quote from Zarsky
Been keeping an eye out for this, but I’m thinking of getting it on PS4, not sure I can run it full details… high is the only bonus of going through the hassle of connecting the computer to the tv
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Quote from sn0wsh00
On 12/18/2020 at 1:41 AM, sn0wsh00 said: I've been working on a AIM/AM map for CS:GO, with a twist. The game initially plays out as a collection of six 1v1 matchups. After 15 seconds, the doors to each arena will unlock, allowing players to walk to other arenas, or to fight it out in the hallway connecting the six arenas. There will also be random sets of weapons each round (AK vs. M4, Tec-9 vs. Five-Seven, Sawed Off vs. Mag-7 and so forth).
Hallway that connects the arenas:
http://# Hide contents
This is an interesting project, but I think you need to work on the central hub. This is basically gonna turn out as a TDM, since there are not gonna be clear fronts (two distinct sides) where players will come from, and running up and down a corridor is not fun.
So I think you need to build a central hub that is more than a corridor, you need an arena that allows people to clash together in a fluid manner. It would work out even better if you could add verticality, placing the different 1-on-1 rooms on different levels. Imagine a mall with a couple of galleries or look up the Panopticon concept (where your rooms would be the cells).
Considering the concept you have, and considering reference like the aforementioned Panopticon, you can come up with something very interesting, like a "production room" located in the hub that overlooks the sets... this would give you the bonus opportunity to create some environmental storytelling.
Look at something like de_studio to see how they integrated the concept, and I am thinking of de_biome when I think of the production room
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Quote from Buddy
30 minutes ago, Buddy said: Or maybe this thing just wasn't fun and they shelved it for that reason?
It’s the same kind of walking simulator like Firewatch, I don’t think they could bomb so hard to need to shelve their project. The fan base (people like me) would have bought it without question.
The VR aspect you mention @Radu, I think was something we joked as well: that probably they would be required to port the game to Source 2… it would make total sense if they were converting to VR.
I know it’s just “on hold” officially, but you’ll agree that is super annoying and frustrating for fans and the developers, I mean in this couple of years on their own they would have completed it you’d think. So the feeling that being acquired at Valve is a death sentence for projects is not far from truth. You’d expect that when you make such acquisition you work as an incubator.
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So we joked this would happen, and it happened. See offset (last game in the video)
Goddamnit. You have to hope the key people in the project leave and take the IP with them to see it completed(?)External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Quote from Radu
12 hours ago, Radu said:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.It could have a leg up if it came with a KFC subscription!