Weird Science because Sprony posted a convincing scene from it in the WMIT thread.. 30 mins into it and I have to ask, what I am watching? who makes these?
Posts by Radu
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If you guys like Ethan Carter's atmosphere so much you should check the Syberia series. The third game is coming out in two months.
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Yeah, go ahead. For a few dollars more.
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I completely forgot to hint the director: Sergio Leone. Yeah, it's with Clint Eastwood and it does have dollars in the title. Thing is, there's two westerns directed by Sergio Leone that have DOLLARS in their title.
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Quote from Sjonsson
9 hours ago, Sjonsson said: Just started my week by planting my ass on a piss soaked buss seat. Oh god I love humans.
Well, I just dropped two glass bottles of pepsi on the kitchen floor...
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Nope, but I'll hint who the director is tomorrow.
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@blackdog go for Firewatch!
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I haven't seen that one, but it's on my list now.
The Great Gatsby
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Yeah, it's an interesting narrative experience, the visuals are great and it has a memorable soundtrack, but I think the game was more of a tech demo experiment on photogrammetry at the time.
Might as well post a link to this as well http://www.theastronauts.com/2014/03/visual…g-ethan-carter/
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Short teaser before the premiere on 11th of March. Are there really no old fans here on Mapcore?
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Quote from text_fish
45 minutes ago, text_fish said: I'd say Hostage or Arms Race, personally. OR, open it up to all game modes but have a 'theme' for the competition, something abstract and open to interpretation like "falling" or "holiday".
What do you say of something like "The Deal"? It could be centered around a location where two parties exchange goods. Think of the intro from Vice City or the meeting points from Breaking Bad. Also, people could be ambiguous of what's being exchanged and do something like the case from Pulp Fiction.
Edit* All official game modes, except bomb/defuse.
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I think the best option would be the 1024x1024 unit challenge for cs:go and allow any of the official game modes to be used. There are a lot of people that don't want yet another regular cs:go contest.
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@FMPONE No, but that would be a cool idea too. Imagine multiple floors within the size limit that can be accessed via teleporters. Quake style level design. Could get some Black Mesa/Aperture themes going on.
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1024x1024 hostage rescue for cs:go - someone can make the stairway from The Matrix
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A fistful of blood?
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Quote from PhelgeNanker
20 hours ago, PhelgeNanker said: Radu, are there any parts in particular that you would like to see improved visually?
The problem is that your chambers lack depth due to the very basic lighting as @Stract pointed out.
Your first chamber could benefit from a similar light setup found in one of the official single player levels. You could also add more depth by expanding on the ceiling. Just two or three irregular shapes would go a long way.
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As for the second chamber, I don't really like the ramp leading to the door. You should lower the door to the platform level or add the standard aperture stairs.
I also think it would be better if the lighting was a bit different compared to the first chamber. Maybe something like this:
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One last thing, try to get rid of some props from the observation area and also increase the light value so that it stands out more to players. I also feel like that tree doesn't add to anything. It's cool, but the player spends 2-3 seconds in its area before never returning.
I look forward to your next iteration!
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Quote from VayaOn 1/16/2017 at 4:21 PM, Vaya said: I think we need a support group for the people trying to help @Tisky
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I played through your level and the puzzle is pretty neat. It took me a while to figure out, so good job on that!
I know these workshop levels don't necessarily focus on a story, but Portal 2 is a game about logic and the environment, which is by itself a small narrative, needs to reflect that. In the world of Portal 2 and Aperture science, test chambers are built to be solved by various subjects using the portal technology. Each test chamber has in it all the necessary elements to solve it. Your second test chamber does not and requires you to navigate back to the previous one in order to acquire an additional element. We also know that at the entrance/exist of each test chamber there is a material emancipation grill. That means that under normal circumstances, the test subjects would have never been able to solve the second chamber. Since we are currently in a point in time where the Aperture personnel is no longer present, we are able to navigate through one of the observation areas, avoid the material emancipation grill and solve the second chamber. You have two ways of fixing this issue. The first one, simplest solution, is to add a busted cube dispenser in the second chamber to avoid that minor plot hole. The second solution is to remove the observation area and compress the two chambers into a single one. Personally, I would compress the two chambers to get rid of the prop clutter from the observation area which would improve performance. Visually, the environment looks alright. There are some parts that are not particularly interesting to look at, but it does the job.
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