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Did the NDA drop? More and more Videos and Reviews getting uploaded 0o
Posts by SirK
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I loved the first 2 games! Im so happy we get a third one

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Same here

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Did anybody check out the changes to militia /canals / cbble? I dont get why valve isnt moving up the spawn on canals. I think that could fix a lot of issues many people have with the map. Militia and cobble changes are looking good to me.
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Ive played titanfall 2 a lot recently - there is a gun which is basically the same like the new negev - people abused the hell out of it, until it got nerfed

I dont know whats wrong with the Devs atm. I think the revolver could be a nice adition, but the negev was hardly used right from the start - i mean why did they add it in the first place? nobody used the heavy guns in comptitve anyways.
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Would be a shame if we get "the next big action" in summer - last operation ENDED July 15 2016...
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Which WIki are you talking about Rivfader? Couldnt find anything about Dave working on Canals.
Played Militia yesterday. It still feels T-sided to me. I dont get why they removed the plank leading up the left side of the house and replaced it with an strange jump. But the Map feels way better overall.
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Quote from cashed
9 hours ago, cashed said: I also noticed some trees on my map turned purple
Your Avatar combined with the Post killed me - so fitting

I think the water on Canals looked different, too? Or is it just me?
Valve did a great job incorporating reallife locations from venice. But I think they took it too far - especially with the A-site. I get that its basically a open place in reallife. But the Site feels way to open and boring for my taste

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After playin the Map in MM. I dont think its as bad as it looks on first glance. But there are a whole lot of weird and bad design choices in my opinion: like everybody tries to avoid invisible walls - valve uses them all over the place. Everybody tries to make running / rushing as smooth as possible, valve is just puts single doors everywhere, etc -.-
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Cant wait to run around the Map as soon as I get home. Judging from what Ive seen: Too many single doors and narrow paths, repeating walls on the buildings and bad Bombsites

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Seems like a good Idea to me
You could fix that damn hostage-spawn-camper-fest 
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Did you manage to get the Multiarena skybox working? 0o
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Quote from RadixDisplay More
7 hours ago, Radix said: Looks pretty nice already.
Gameplay is pretty simple - because it's 1v1 - so no complaints about that.
You could tweak the visuals a little to make it look more exciting.
- maybe add some reflectivity to the floor texture
- what about some volumetric light at the windows?
- I think the stairs texture (from de_dust) doesn't fit perfectly. Maybe replace it/make a better one. Also you should modify the horizontal alignment of the texture on every stair so that the stairs don't look exactly the same.
Played around with the floor texture and light

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Yeah i just thought it would look good this way
ill try some changes as soon as i got some time on my hand 
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Hej Guys,
I thought I post this here cause we where talking about it in the WIP Thread. Map is basically done. Its a 1v1 multi Arena Map for the ongoing Reddit Contest. Its basically 16 instances of the same "arena" - or in my case, the interior of a small Church. Its meant to be played with the "Multi Arena" Serverplugin, but it seems like normal Deathmatch works aswell.
Screenshots
Workshop
http://steamcommunity.com/sharedfiles/fi…757&searchtext=
PS: I can make changes to the Map until Sunday - if youve got some input, fire at will

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Quote from blackdog
1 hour ago, blackdog said: Noice, just to confirm, is that CS? (never heard it was played 1v1 and it doesn't look like UT)
Yeah its CS - theres a reddit contest for creating small 1v1 arenas. Its played with a server plugin
Quote from FMPONE1 hour ago, FMPONE said: Sign me up for this bad motherfucker!
I'd shrink the scale of those floor textures. I'm guessing they're above .25 scale, that's generally a no-no.
Its actially .25 (its from infernew) - but shrinking it down maybe a good idea
ill try it thank you 
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Okay, so I guess I was wrong on this one. Hope Ill get to play this one in a 5v5 someday

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I know
I actually like maps that differ from the typical 3-lane-layout with a set number of paths / entrances and so on. But I think the timings (rush / rotate) combined with the layout choices can lead to a heavily ct-sided map. Couldnt attend the playtest yesterday over on reddit but i think ive read "too ctsided" more than one time in the comments.I really like the overall layout - the heavy focus on mid control is a nice touch - but I think the timings will break its neck if they stay like they are right now.
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havent played it with real people yet - but the timings seem like way of for my taste
CTs are able to get into defending positions way earlier than the Ts are on the sites and the routes are pretty sniper heavy + you can smoke / molotov of every entrances on the sites 