The stop motion effect is awesome
Posts by TarrySruman
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The fan room and the last shot look great, but I think you should work on the area in the first two shot, especially the lighting. Those spot lights draw the eye to the areas they're lighting up, but there's nothing there, and whatever is in the middle is too dark to distinguish.
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Welp, looks like its back to Sony for me this generation
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I watched "Headhunters" on Netflix a couple nights ago. That was a damn fun movie
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Hammer with kismet and easier importing of assets? Sign me up
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Shift-dragging certain entities (path_track and I think keyframe_rope as well) will create a copy of that entity and automatically set the "Next Keyframe" field to the new one.
This is especially useful for creating payload tracks in TF2
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I find that if you change the setting to let them get the bomb they behave significantly less stupidly. Still bad but it seems that when they always defer the bomb to you they end up all going in one direction.
Also that new layout looks significantly better. Having lots of cross-linking like you said makes the fights confusing and frustrating because enemies are coming from all directions and you're constantly flanked.
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Woah, that's a pretty convoluted-looking overview. Could be neat but right now it seems like there might be too many paths.
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The fewer shitty things the community adds, the better. But it's nigh-impossible to find a populated server without side chat these days.
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I'm slowly sliding back into DayZ. I don't want to but I don't think anything can stop it at this point.
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I love the idea of someones little spot in the middle of a big, drab industrial world. Great job
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Planned and blocked this out this morning based on a vague idea I had. Not sure where I'm going with this. (Half-Life 2)
[Blocked Image: http://i.imgur.com/P1X4SjB.jpg]
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Venezia
I really liked the main combat areas (mid, the routes between and before the bombsites) but I didn't like the bombsites themselves. They were pretty small and flat, and the actual planting zones were really tiny and oddly placed, especially at A. Also a minor complaint, but it seemed like the way the spawns were oriented made very few terrorists take the direct route to A, since you have to make an awkward u-turn to get there straight out of spawn. Overall fun though.
Chinatown
Really intense and a blast to play. Feels much more like a deathmatch than a defuse match, but I gather that you intended that. I think that the best change would be to give the terrorists a little more cover in the real big alley on the edge of the map, since it was kind of a sniper deathtrap whenever I went there. Didn't notice any glaring layout issues, so just keep on testing for balance and you've got a great map.
Transit
Wow 0/10 worst map what loser made this
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That ceiling texture is really noisy and distracting. Try making something less busy and high-contrast so it doesn't draw the eye away from the rest of the scene.
Really liking the wall texture though.
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I don't mean to be a dick here, but all of these look like they're running on a mobile platform from three years ago. If you were actually making these for low-spec devices, good job, though they could all use some additional detail. If not, your assets are far too low-poly and your textures are way too low-resolution. It's mostly a problem in the first and fourth scenes. Look at the buildings in the fourth one, I'm sure you can do better.
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Last shot needs more foliage imo. Looks kinda plain compared to the rest of the map
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Pretty much what everyone else said. These would probably be good portfolio material if they accompanied the final map
eg. "here's the level I made, and here's my planning documents, look at how professional I am"
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