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Posts by DrywallDreams

  • WIP in WIP, post your level screenshots!

    • DrywallDreams
    • November 23, 2013 at 9:58 PM
    Quote from OrnateBaboon

    It would also be hugely beneficial to decompile some official maps, and look at how Valve have done it.


    https://developer.valvesoftware.com/wiki/Decompiling_Maps


    Generally, any brushes that are not blocking vis should be function detail. This often includes whole buildings. However, portals will only work if they are totally surrounded by world geometry.

    I thought decompiling wouldn't give accurate optimization stuff. Isn't half of optimization for the compiler only?

  • Fallout 4

    • DrywallDreams
    • November 19, 2013 at 11:12 PM
    Quote from SpronyvanJohnson

    Like previously stated this is the teaser site:


    http://thesurvivor2299.com/


    From the article:


    Fallout 4 trademark filed by Bethesda

    Display More

    My point was that only Fallout and Fallout: New Vegas have been trademarked before this. also from the article: "The internet united to dispell the rumour, with Reddit users claiming the teaser site is a hoax on the grounds that the domain registration was made from Poland rather than Bethesda's Maryland, Washington DC home."


    that plus http://www.valvetime.net/threads/fake-e…s-filed.243962/ isn't looking too good.

  • Fallout 4

    • DrywallDreams
    • November 19, 2013 at 4:17 PM

    Didn't this just happen with Half-Life 3? Seeing as Bethesda hasn't trademarked Fallout 3, I have my doubts that this is real.

  • VGX 2013

    • DrywallDreams
    • November 19, 2013 at 4:17 AM

    You can vote for Mario 3D World for GOTY and Link Between Worlds for best handheld game? They're not even out!


    Best Nintendo game includes Rayman?! Oh, I get it. best game on a nintendo console. why not word that better?

  • Grasp (indie game)

    • DrywallDreams
    • November 17, 2013 at 4:52 AM
    Quote from Al Anselmo~Intelect0

    I would do away with the icon entirely, it gets confusing because switching planes isn't instant.I liked the game, but I feel like you're holding the player's hand too much. On level 2, you could probably get rid of the outline fading in, it's sort of condescending.


    Thanks for the feedback!


    Do away with the icon? I decided to create that icon after watching players move to the other plane and get confused because they couldn't move to the sides. The build they played had the character completely visible and colored, so they thought "wait a second, my character is already there! why can't I move?".

    But now that I'm thinking, maybe doing away with the icon and simply showing the outlined character would indicate that he isn't there yet (that's where he'll be after the player confirms the plane swap):


    I'm just not completely sure if this way people will get confused for not being able to move to the sides, as the other icon above indicated.


    I don't want to hold the player's hand too much, so I'll take your suggestion and remove the outlines on level 2. Agreed.

    Thanks again!


    I'm not so sure why you have to confirm plane swaps, are you going to add some element for this to become a requirement?

  • Grasp (indie game)

    • DrywallDreams
    • November 16, 2013 at 6:02 PM
    Quote from Al Anselmo~Intelect0

    The core of the game is to move shapes to where, combined with other shapes or elements of the background, they result in the forms that represent the goal in that level (level 1: ice cream cup; level 2: triangle and head; level 3: eye). For tutorial purposes, it was very obvious where the needed spots were in the first levels, but the dotted lines are present only in those first two levels. I believe the dotted lines could give the impression that the game is about moving objects to obvious positions, which is not so true. Any suggestion on how to make that better?

    The third level's design goals are to introduce a new mechanic, teach the player how to swap planes and show that, given the right conditions, it's possible to finish a level by simply swapping planes.


    That might be a little confusing at first, but I believe the following levels will help to make more obvious what happened: as the trees were already correctly positioned on both planes, as soon as you swapped them, the Eye got formed.


    Also, I'll implement more levels to explore the swap mechanic to try and demonstrate how the interesting choices can be present (SPOILER: you will be able to swap planes while holding an object and create forms with objects from different planes).


    About the player speed: thanks for pointing that. I agree and removed the "speed while holding an object".


    About the sign, it's supposed to communicate that you can't walk while you are in the "plane swaps mode". Playtesting showed me that players needed a visual feedback to know that something was happening that was preventing their movement. I'll change that sign for this here:

    [Blocked Image: http://i.imgur.com/5ZbaNQS.png]


    Don't worry about being harsh, I didn't see it that way. I think it was a very honest feedback, which is exactly what I look for when I request feedback to improve my skills. Thank you!I would do away with the icon entirely, it gets confusing because switching planes isn't instant.

    I liked the game, but I feel like you're holding the player's hand too much. On level 2, you could probably get rid of the outline fading in, it's sort of condescending.

  • CS_AGENCY

    • DrywallDreams
    • November 11, 2013 at 1:25 PM

    A few more errors: you can get someone to boost two players on top of the vending machine, then one boosts from the vending machine, which can get you into the room above the bathroom.

    You can jump right on top of the mirror in the bathroom.

    You can boost up to the ledge with the pipes above the window room from the t side railing.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • November 1, 2013 at 11:19 PM

    I will not rest until my normals are arranged like Daytona USA.

  • Game News

    • DrywallDreams
    • November 1, 2013 at 11:17 PM

    INSIDER INFO: "I can't stop watching this fan GIF"


    hard hitting news

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • October 31, 2013 at 11:33 PM

    [Blocked Image: http://cloud-2.steampowered.com/ugc/504695222940419628/F5B78B82DC07F3AB8BDAF428DBEBADE820879FB6/]


    a few

  • CS:GO Workshop: Weapon Finishes

    • DrywallDreams
    • October 26, 2013 at 10:50 PM

    I CAN'T STOP MAKING TRIANGLES


    [Blocked Image: http://cloud-3.steampowered.com/ugc/5767521702…8651AF2FBB866D/]


    http://steamcommunity.com/sharedfiles/fi…s/?id=189018767


    [Blocked Image: http://cloud-2.steampowered.com/ugc/5767521703…3D1B5AF9A74C5F/]


    http://steamcommunity.com/sharedfiles/fi…s/?id=189336990

  • CS:GO Workshop: Weapon Finishes

    • DrywallDreams
    • October 26, 2013 at 2:10 AM
    Quote from Wail

    I'm interested in making some weapon finishes, unfortunately I didn't find Valve's guide very helpful at all on the actual execution part. Are there any good resources out there you guys know of to get started with this? (I'm not highly versed in Source, more of an Unreal guy.)

    Here's a pretty good guide on making skins: http://steamcommunity.com/sharedfiles/fi…id=180212320#-1

  • CS:GO Workshop: Weapon Finishes

    • DrywallDreams
    • October 25, 2013 at 9:35 PM

    As a sort of crash course in learning the tool, I made these three variations:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/5767521702…C72863861DB215/]


    http://steamcommunity.com/sharedfiles/fi…s/?id=188910425

    [Blocked Image: http://cloud-2.steampowered.com/ugc/5767521702…7C23704DFAA498/]


    http://steamcommunity.com/sharedfiles/fi…s/?id=188914042

  • Deus Ex 3

    • DrywallDreams
    • October 12, 2013 at 5:29 PM

    Boss fights are fixed.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • October 9, 2013 at 4:19 AM
    Quote from generalvivi

    A funny post I made on reddit made it's way over to Kotaku.


    http://kotaku.com/you-wont-belie…ital-1442757648

    From a buddy that knows a bit about the Dota 2 economy, that could be a hacked account transferring funds to the main or something.

  • Offloading part of light rendering to remote servers

    • DrywallDreams
    • October 8, 2013 at 1:35 AM

    Sponza Atrium, AKA "Prepare to see some fancy lighting!"

  • WIP in WIP, post your level screenshots!

    • DrywallDreams
    • October 4, 2013 at 5:53 PM
    Quote from corporatefilth

    i appreciate the name idea, but it was my favorite. My other open options were "DE_Underground" or "DE_Metro" Both of which might be taken. I however know for sure that Subways and Tunnels were already taken by other maps. But it is not too late to change the name if it comes down to it.

    What about de_tubes?


    I want to see it in action! The layout looks great so far.

  • Richard Malinar env art portfolio, need feedback :)

    • DrywallDreams
    • October 3, 2013 at 4:46 PM

    I think it may be because I'm using IE, but the titles of Crasher and Arthur and the Invisibles are on the left side wrapped a few times.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • DrywallDreams
    • October 2, 2013 at 4:13 PM
    Quote from FrieChamp

    Furyo visited Valve yesterday. TELL US WHAT YOU SAW FRENCHMAN!

    Cabal with a tarp over it, there's a note posted on the outside reading "not hl3"

  • MapCore CS:GO Playtesting 3.0

    • DrywallDreams
    • September 30, 2013 at 2:41 AM

    I thought it was very interesting, I like mid's design a lot, though it's very open and in favor cts, who get there much earlier. The T way to A (I think, the one under the canopy) could use more cover for the Ts. B felt the same way, but if you could get control of the connector from B, you could probably take it. Very different from previous tests, now it's so much better.

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