Man, I'm really glad to hear you're doing better @Tisky
Keep it up!
Man, I'm really glad to hear you're doing better @Tisky
Keep it up!
Would be cool if you could make it a side quest given by some kid in the camp: to gather materials for a proper fence around it. Could be one of those small details that gives the place some humanity.
Quote from will2k30 minutes ago, will2k said: The 2018 Zombie Football World Cup is almost here
Get your tickets now and treat yourself to a front row seat display of
biting...nail-biting action(PS: ball is fully functional :D)
Now that's what I call extreme sports. Though, it's a bit weird to have that football field right next a secured camp. You'd think they would add some similar fencing just in case.
Quote from will2k20 hours ago, will2k said: Coming along really nice, good job.
Any trouble on the
Africanfps front?
I haven't really worked too much on optimizing it. There's just some basic stuff in place, like func_details, simplified nodraw skeleton under the buildings and a hint brush that cuts over the buildings across the level. I opened up some of the spaces during the last update and worked a bit sloppy to get it out faster; noticed 10-20 drops in frames in some places. I think the starting area suffers the most right now since it's the most open. If you have any suggestions on that, feel free to drop me a message. It's a tricky situation since there are a lot of tree tops and I thought it would be weird to close the skybox and have a massive tree just pop up after the player turns a corner. Regarding the first area, I know you told me to include nodraw brushes under the displacement hills back when I sent you the concept for the layout.. it's just that the hills are not high enough and fps drops to lowest when the player is at the top of the hill and looking towards the town (70-80 fps). It will probably improve once I have some better hints in place, but I don't know if it will make that much of a difference. I've considered removing some of the bush models and replacing them with detail sprites OR start cutting some trees.
Updated the map today. Important changes include the addition of a flank route in the first area, rebalancing of middle area and mandatory desert camo for german troops. Next update will address the final area.
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I had a Good Time watching that film @'RZL
Well, this should be an easy one.
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Played some matches on Castle today. Man, the atmosphere completely sells it. Gameplay feels tighter than on other maps, but so far I'm liking it.
Quote from VilhamOn 2/27/2018 at 7:01 PM, Vilham said: Finally have some content out since I left CIG, working off another designers initial work I remade the first objective of one of the old maps to fix one of the worst full holds in the game.
https://www.dirtybomb.com/chapters/the-hunter-update/
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Just played on this. Even though it's been a while, I still remember that bit in the map. Never really had an issue with it, but I checked out your post on the official forums and I can see why you guys remade it.
Kinda makes me want to get back to this game. Is that castle map out or due to be released soon?
@SotaPoika The mode was added officially just after the last operation, so it's still open to interpretation. I think it's a great opportunity to try different concepts since nothing is yet set in stone. There's been some talk about it on Discord, but everyone has their own ideas on how it should play. I encourage you to check out more maps on the workshop. FMPONE has also put out an interesting level for the mode.
Quote from blackdog7 hours ago, blackdog said: Well done
like I was saying on twitter, I’m liking this game mode and interested in the maps.
Is it possible/easy enough to get the map tested? That seems the hardest thing to me atm
Unless you personally get people to try it, no. But since it only requires 4 people, it's a lot easier to schedule. I've had a few runs with some friends and asked people from our forums.
Edit* @blackdog I hosted a local server.
That ginger is starring right into my soul
Quick update:
- Moved bombsite from terrace to inside the main building. - Opened up main building ceiling. - Removed 2 crates from terrace. - Updated nav file. - Updated overview image.
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Update* Map is available on the Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1686302847
Terraza is a bomb/defuse level designed for Wingman mode and based around the real world environment of Baja California. As the name suggests, the level is centered around a terrace with a coffee shop as the bomb zone.
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Hey, guys, the alpha is out! It's still rough around the edges, but it's playable and you can get a pretty good idea of the overall theme. Give it a try if you want: http://steamcommunity.com/sharedfiles/fi…/?id=1304752352
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Quote from SigmaJust now, Sigma said: @Radu: Predator?
Yep, your turn.
I like that you're persistent, but I think this theme is way over your current abilities. You've been at it for so long and I still can't see it nearing completion any time soon. I know it's a learning process and some projects take more time than others, though you should consider putting this one on the shelf for later. I recommend you build a map using some of the existing theme and assets from cs:go.
More details about the game have been revealed in this gameinformer article:
Some of those things sound pretty good on paper and I hope they play out well. Definitely feel like they're going for something closer to S.T.A.L.K.E.R's world design this time around, just more enclosed.