Quote from poLemin6 minutes ago, poLemin said: de_marquis?
That's the one, thanks. Here's your reward:[Blocked Image: http://i.imgur.com/FOrrSUZ.jpg]
Quote from poLemin6 minutes ago, poLemin said: de_marquis?
That's the one, thanks. Here's your reward:[Blocked Image: http://i.imgur.com/FOrrSUZ.jpg]
Quote from BubkeZ2 hours ago, BubkeZ said: I have no idea why id Software or some other game developer doesn't listen to the old pro players...
...We play QL since it's fast, bright, easy to access, mod etc and not for any graphics at all
You just answered your own question. It's the same reason people get butt-hurt when graphical updates cause an FPS drop in CS:GO. Some players are just happy with what they've got, but in order to make money developers need to release new stuff and attract new players with pretty graphics and new gameplay hooks. It's a difficult line to tread and there are examples of developers going too far either side, i.e. Quake players feeling abandoned by a lack of new stuff and the UT community being split by too many installments back in the Noughties.
Aesthetically it is a bit dull, but I just don't think any computer game can capture the beauty of Venice. The assets themselves are nice and I look forward to seeing what other people do with them, though. Gameplay-wise I've only tried it in Casual and both games came out pretty close but it was a serious cluster-fuck. I look forward to a 5v5, I reckon it could be really tense with all the winding alleys and verticality. Lots of scope for sneaking around, like in .... ummmmmm ....... the one set in Paris which I can't remember what it was called. I'd trade it in for an operation in a heartbeat though.
'Animator wanted'. Not sure this can be called a game so much as a simulator? It kind of makes me want to replay The Wonderful End of the World.
Quote from jd4024 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
You could try removing the big red lines, they just seem a bit incongruous with the overall theme. Other than that I think it looks very nice.
Quote from Sprony2 hours ago, Sprony said: [Blocked Image: http://images.eurogamer.net/2017/articles/1/8/8/9/4/9/1/14893068566.jpg]
If you can choose his two armour colours I'll die a happy fanboy.
Oooh, that sounds meaty. I like.
As a successor to Q3A I think it looks splendid, but I will always hold out hope for a true successor to Quake 1 (SP and MP). I think with games like this, ultimately the proof of the pudding is always in the maps. Arena shooters have lost their way a bit with map design in the last decade or so.
Just found out the reboot's been changed over to Unreal Engine:
If we're mapping for coop I'd prefer to use L4D2 or something. There's a good reason everyone forgets the two times Valve have tried to make CS coop/narrative.
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".
I never really understood the appeal of Demolition mode. It seems like an awkward half-way house between Defusal and Arms Race but it doesn't feature either of the strongest elements of those modes. I imagine that's why Valve have pretty much side-lined it.
Can't beat angry Sega:
What would be really awesome is if Mapcore came together to produce a game/mod (something smallish, like a recreation of Quake 1 Deathmatch in UE) and then ran a competition to produce maps for it.
I can't get excited about VR until it becomes more affordable.
I like RivFader 's hostage only idea. It would be great to see people trying to make competitively viable cs_ maps.
Looks good! I would suggest putting a gravel texture under the tracks instead of mud. Unless the trains are carrying helium they're going to need a bit of support.
That's insane.
If you want feedback/ideas/advice you need to engage the community with regular(ish) updates in the form of screenshots/WIP builds. There's nothing inherently wrong with keeping it all to yourself, but you'll find yourself working in a vacuum. I'm also a creative recluse so I speak from experience.