Skipped this season. Anything good happened?
Posts by Radu
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Made my morning, man! Iceland is just absolutely stunning. What gear did you use for filming?
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Pretty good stuff here! It's really helpful and entertaining going through this. Would be cool if others shared as well.
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@El_Exodus Thanks, but I feel like I owe a lot to Alex Galuzin for coming up with this challenge years ago: http://www.worldofleveldesign.com/categories/lev…-in-11-days.php I just adapted it to fit with the cs:go level design workflow.
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@will2k Thanks for reminding me of that game! I'll look into it for some studies.
@blackdog I did have a playtest for the initial blockout. It brought up a lot of issues which I corrected during the following days. I haven't tested the new version yet, but it's scheduled for next week. The city is indeed flat, but I think there is sufficient height variation in the map. You should really load it up in game and check it out.
Here's a bonus image from the first playtest:
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A bomb defusal map set in the city of New Orleans. Terrorists are on a mission to cause mayhem in the french quarter. This map has been designed as part of a personal 11 days level design challenge. Therefore it is still very much rough around the corners. However, if sufficient people show interest, I will consider bringing it to current operation visual standards.
Workshop page: http://steamcommunity.com/sharedfiles/fi…/?id=1166508001
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Time for a cup of nostalgia and a few heart pills.
https://www.rockpapershotgun.com/2017/10/10/val…the-orange-box/
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So in the first video it's basically Half-Life 2 Deathmatch with just the AR2's secondary fire? which can also propel the player into the air via a "rocket jump" mechanic?
Then you mention that you're switching to Unity and going for a class based system with each class having their own weapon loadout. Is it just that one weapon that behaves differently for each class? Are there more weapons? If yes, how is the first video relevant anymore? I checked out the reddit and moddb pages, but I couldn't find more information regarding this.
I don't mean to sound negative, but it seems very vague or at least vaguely explained. What are you looking to achieve with this? Is it going to be a portfolio piece?
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Nope, but would watch.
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Watched this last night. Made me smile so many times. Ridiculous, yet good. Can only recommend it.
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That's how HDR works. You can try to tweak the exposure parameters through an env_tonemap_controller entity. Read more about it here https://developer.valvesoftware.com/wiki/Advanced_HDR
Alternatively, copy the light settings and skybox from Saint Lo.
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Linda Hamilton is making a comeback in the new film!
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@blackdog come on, man! when are we going to see a map from you? I'll draw you a layout just to get you going

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I've been playing this for the past three weeks every night with a friend. God damn fun!
Though, the matchmaking is awful.
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Quote from Sprony
15 minutes ago, Sprony said: Thank you guys! I guess these two kids will be my most creative projects ever

Oh and @blackdog, it's awesome. The cartoon is right of there with MASK, Transformers, G.I. Joe and DinoRiders.
Just wait until they reach puberty. Have fun, man!
Also,
Quote from RaduOn 3/15/2017 at 7:45 PM, Radu said: Why stop at two? Trilogies are best.
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Quote from nick nugent
6 hours ago, nick nugent said: @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.
Oh, that's cool. I see it's planned for a Steam release as well? A bit late to the party though. How is it different from the rest of the lot: l4d, zombie panic: source, contagion, no more room in hell, etc?
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I figured I should update the thread with my recent takes on the art pass. There's still quite a lot of work left to do, but now I'm pretty confident of the direction it's heading.
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