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  3. DrywallDreams

Posts by DrywallDreams

  • Valve: Future Hardware Plans

    • DrywallDreams
    • March 3, 2015 at 8:21 PM

    Lol why is this news?!

  • Helldivers

    • DrywallDreams
    • March 3, 2015 at 3:32 PM

    I'll probably pick it up over spring break, looks real fun. Reminds me of Alien Swarm, but on crack.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • March 2, 2015 at 7:25 AM

    just going to pop in and say that your file naming scheme hurts

  • Valve: Future Hardware Plans

    • DrywallDreams
    • March 2, 2015 at 7:13 AM
    Quote from Anth

    Remember when VALVe made games?

    That whole year ago if we're just going by release dates

  • Valve: Future Hardware Plans

    • DrywallDreams
    • March 2, 2015 at 2:23 AM
    Quote from Deathy

    I smell another market domination by VALVe.

    First there was digital distribution, here's the new deal.

    I am sure HTC+VALVe are the right guys to tackle this properly.

    I wouldn't be so sure, Oculus has Facebook cash and the smartest graphics dudes out there. Plus Valve lost most of their VR guys to Oculus. I wonder if they're still working together.

  • CSGO Map Submissions open for the next operation!

    • DrywallDreams
    • February 27, 2015 at 9:06 PM
    Quote from Adam108CZ

    As I remember, for example Back Alley was totally unknown map in workshop before Vanguard release. (it was somewhere about 10th page and had only 4 stars)

    PS: Insertion, Overgrown the same

    Back Alley was also really old. It was submitted about the same time as I originally posted Stadium during the workshop closed beta, then was pretty much redone over time.


    Maybe I should redo a bunch of Stadium again, would be good to stick custom models in there for practice, also making it looks less shit would be cool.

  • WIP in WIP, post your level screenshots!

    • DrywallDreams
    • February 25, 2015 at 8:25 PM
    Quote from Beck

    Cheers!


    I'm not a DOTA or MOBA player at all but I was interesting in toying with the tools.


    Yeah, I always found it weird how most/all MOBA games only have one map. I don't think any other genre of game has only used one map (unless it's based upon history). Surely it can't be that hard to balance three lanes with some slight branches coming off of them? So long as the distances are all similar it should be fairly easy? I'm sure there's a reason for it.


    Anyway, Invalid Nick (Who made De_Mist and CS_Rush, pretty sure I've seen him post here before) has made a nice looking map for DOTA 2. Not sure how you play custom maps though. http://steamcommunity.com/sharedfiles/fi…s/?id=381995351

    Display More

    In Dota most of the variety between games comes through the use of different heroes. There's real deep, ingrained meta in the placement of wards and stuff around the map. The movement of Roshan and stuff last year was a huge deal.

  • Valve: Future Hardware Plans

    • DrywallDreams
    • February 25, 2015 at 6:25 PM
    Quote from Beck

    Isn't Chet one of the lead guys on L4D in the past?


    Maybe we'll get an Orange Box 2? HL3, L4D3 and DOTA 2 and CS:GO ported to Source 2 anyone?


    Isn't D2 already running on source2? The SDK is.


    Wonder how easy it would be to port CS:GO, and what it would mean for mapmakers.


    It is. But if I were at Valve I'd put in some exclusive DOTA 2 items or just include it on the disk or in the package to try and get more people playing it. It obviously makes Valve a lot of money so they would like to try and broaden it's audience I'd have thought.


    Same for CS:GO. I doubt they'll make a new CS for a good while since CS:GO is just getting big and people are invested into GO with their skins and the competitive scene. Porting it to Source 2 would be the next logical step I guess?


    I've not used the DOTA 2 SDK yet (just downloaded it to give it a go at lunch) but I believe it still has the ability to create BSP geometry (which DOTA 2 only uses for triggers afaik).


    Source 2 doesn't actually use BSP at all, but a new mesh/"brush" system that allows concave geometry and such, with controls that are a nice mix between Hammer 1 and Modo.

  • GTA V

    • DrywallDreams
    • February 24, 2015 at 4:28 PM

    "whoops we forgot to make the port"

  • Valve: Future Hardware Plans

    • DrywallDreams
    • February 24, 2015 at 2:54 AM
    Quote from FMPONE

    HYPE TRAIN ... GET IN

    VR HATS

  • Valve: Future Hardware Plans

    • DrywallDreams
    • February 24, 2015 at 1:27 AM

    Also Valve's presenting glNext + final steam controllers and steam machines at GDC. There's also word of (GAF freaking out) Chet Faliszek doing a talk thing at EGX Rezzed about a *mystery topic*.

  • MapCore CS:GO Team

    • DrywallDreams
    • February 19, 2015 at 5:47 PM

    I'll be the guy who can't do anything because 120 ms ping!

  • proceducal map generation

    • DrywallDreams
    • February 18, 2015 at 2:06 AM

    [Blocked Image: http://31.media.tumblr.com/7dc40c620b178f…jf8ooo1_500.gif][Blocked Image: http://33.media.tumblr.com/2da4b8c52d6a3e…jf8ooo1_500.gif]

    http://delacian.tumblr.com/

    stare at these gifs all day.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • February 17, 2015 at 3:47 PM

    I wonder if anyone has tried to go from GO to 1.6. I want to see a port of Overpass in 1.6.

  • HATRED

    • DrywallDreams
    • February 13, 2015 at 6:50 PM
    Quote from Sentura

    hate is such a strong word manSrsly, the game should be called "great dislike"

  • [3d editing/creating csgo weapon skins] ?Questions?

    • DrywallDreams
    • February 10, 2015 at 9:09 PM

    what

  • de_zoo

    • DrywallDreams
    • February 9, 2015 at 8:00 AM

    Congrats on release! The map is so good! Hopefully it's in the next operation, I really want to play more of it.


    I found the nature sounds in the aquarium to be a little out of place. A little bit of echo (and lowering the volume) would help, maybe. Making it a little tinnier would also help.

  • Battlefield Hardline

    • DrywallDreams
    • February 8, 2015 at 10:49 PM

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  • Japanese Themed Map [CS:GO]

    • DrywallDreams
    • February 6, 2015 at 12:07 AM

    Here's what I was being frustrated by in the test, very poorly drawn on:

    [Blocked Image: http://i.imgur.com/1eYMg8j.jpg]


    There are so many spots for someone to get over to a spot that is so close to A, and with the subway, they can get there without anyone's knowledge.


    [Blocked Image: http://i.imgur.com/DTudRMH.jpg]


    This is the issue with mid, there are so many places for someone to be. Mid is much too open/easy to control as CT, I would use Season's mid as a good example of how to deal with this. Peeking mid as T is really hard to do, with the way the ramp is laid out.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • February 5, 2015 at 5:07 PM
    Quote from jackophant

    Fine by me, I'd rather it work than be a carbon copy. Maybe they can do the same thing to Aztec

    Yeah, true. I wish they would change it a bit visually, though. It looks so flat and washed out. Aztec could also use a facelift. I really want some nice sculpted textures like on Train on both maps.

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