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Posts by text_fish

  • Counter-Strike: Global Offensive

    • text_fish
    • October 16, 2016 at 2:30 PM
    Quote from Jetsetlemming

    11 hours ago, Jetsetlemming said: I doubt most people looking at that thing realized it could be crouch jumped up until they saw someone else do it.

    Don't we all just try and climb everything when we play a map for the first time?

  • Counter-Strike's Inferno map gets revised and redecorated - PC Gamer

    • text_fish
    • October 15, 2016 at 10:16 AM
    Quote from Wrakke

    10 hours ago, Wrakke said: they just copy pasted

    That appears to be all Lanmaniax does as well, so points for consistency?

    But really Admin, this thread should probably be moved to Work Release eh?

  • Counter-Strike: Global Offensive

    • text_fish
    • October 13, 2016 at 10:16 AM

    I guess I missed the "paid sprays controversy". Did someone/anyone actually expect sprays not to be monetized if Valve ever even deigned to bring them back at all? Surely those people who don't want to pay for sprays (nb: I have 2 sprays and have paid for precisely 0) can just pretend they're still not available, or is there some game-breaking element to them?

  • Counter-Strike: Global Offensive

    • text_fish
    • October 12, 2016 at 5:23 PM

    [Blocked Image: https://media.giphy.com/media/TrDxCdtmdluP6/giphy.gif]

  • Counter-Strike: Global Offensive

    • text_fish
    • October 12, 2016 at 2:14 PM
    Quote from Bevielis

    36 minutes ago, Bevielis said: What was it that you disliked about Resort? Visually it was easily above the operation standart for maps, the layout was simple and traditional with it's sharp angles and clean pathing, allowing the player's individual skill to show as opposed to unconventional real life spaghetti layouts that create a temporary fun factor in operation maps. Digging deeper into it, the detailing was textbook clean, so if you're one of those people who is legally blind and needs every texture to be a solid colour to see the enemy, this map suits your needs, furthermore it featured a moving physics ball - what more do you want?

    How about two moving physics balls next time?

  • Counter-Strike: Global Offensive

    • text_fish
    • October 11, 2016 at 8:24 PM

    I miss the bells.

    Otherwise:

  • (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?

    • text_fish
    • September 18, 2016 at 3:57 PM

    Carving doesn't keep verts on the grid, resulting in messy brushwork at best, leaks and poor optimization at worst. There's never any excuse for carving.

  • Favorite map in any game

    • text_fish
    • November 18, 2015 at 12:25 PM

    Quake 2's The Edge, or level 1 of Mysteries of the Sith.

  • DE_88mm (working title) WIP thread

    • text_fish
    • October 20, 2015 at 10:48 AM

    Not quite. I still open up the VMF from time to time and I have some ideas for changes, but unfortunately I was somewhat sloppy when laying down the original brushwork so I spend as much time cleaning/rationalizing it as I do adding new stuff to it. I also went all out on de_secret for the Mapcore/Reddit competition (before I realized it would be acceptable to enter 88mm!) so most of my hammertime goes in to that these days. Both will be finished someday, I hope!

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

    • text_fish
    • October 10, 2015 at 9:04 AM

    I compiled that code and now I have HL3.


    It's not very good.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • September 30, 2015 at 9:06 AM
    Quote from Ahoy

    One of four identical guest bedrooms for my yacht map. I keep forgetting to tone down the normal for the wood

    Very pretty. This is just a small point, but I don't imagine they'd have a chair with wheels on a boat. They might also have little metal rails around the edges of tables/desks to stop anything sliding off in choppy weather.

  • WIP(CS:GO) De_Agri

    • text_fish
    • September 29, 2015 at 2:15 PM
    Quote from Vaya

    I'd love to know when the T-Junction stuff comes into effect. I have A LOT of func_detail so I'm dreading it

    As I understand it, it has more to do with how you use your func_detail's rather than how many there are, so you may never experience the problem.

  • Overwatch

    • text_fish
    • September 22, 2015 at 7:33 PM

    This game just shot to the top of David Cameron's Steam wishlist. Phwoar.

  • WIP in WIP, post your level screenshots!

    • text_fish
    • September 22, 2015 at 7:25 PM

    Hammer auto-corrects invalid brushwork when you load a BSP. Even if you've turned them in to displacements, the underlying brushwork still needs to be convex.

  • de_stacks Playtest Thread

    • text_fish
    • September 22, 2015 at 10:16 AM

    You should include a (fully annotated) overview and some images in the feedback thread itself. It would also be valuable for you to explain some of your design decisions, so that people can feedback whether they think you're achieving what you set out to do.

    The easier you make it for people here to give you good quality feedback, the more likely you are to receive it.

    (This is a trifling matter because I'm sure an admin will fix it, but you've also posted this in the wrong section of the forum. So if it suddenly disappears, you should look in the 3D sub-forum.)

  • [CS:GO] Incursion (formerly 'de_docks')

    • text_fish
    • September 19, 2015 at 10:04 AM

    Personally I think I would model the flaps with an opening, as if they'd been temporarily pinned back in some fashion.

  • [CS:GO] Incursion (formerly 'de_docks')

    • text_fish
    • September 18, 2015 at 4:54 PM

    Oh yeah, a playtest is always wise!

    Yep, the models downloaded fine. They're all grey, but I'm assuming they're supposed to be at the moment. I didn't notice any custom textures TBH, but also no checkerboard or black surfaces so they must be in there somewhere.

  • Counter-Strike: Global Offensive

    • text_fish
    • September 17, 2015 at 11:19 PM
    Quote from DrywallDreams

    That could be if you're joining through steam/any URL rather than the server browser. For some reason, there's a bad memory leak in the game if you join a server that way. A faster tickrate makes the memory leak faster.

    The problem does seem to get worse the longer I'm connected to the server so that would seem to make some sense, other than the fact that I only ever connect through the favourites tab in the server browser. :s Thanks for the insight though, I'll do some further investigation.

  • Counter-Strike: Global Offensive

    • text_fish
    • September 17, 2015 at 9:02 PM

    You all seem to have a far greater understanding of the differences between 64 and 128 tick than I do. Is it possible that the reason I get near constant stuttering and lag (despite an avg ping of around 50) on the Mapcore test server that it's 128 tick? I never have the same problem on official servers, so up until now I had assumed that it was due to poorly optimised maps but all this talk of ticks got my brain ticking. Tock.

  • [CS:GO] Incursion (formerly 'de_docks')

    • text_fish
    • September 17, 2015 at 3:36 PM

    By bottleneck, I just mean any area where a player can expect to come across an enemy if both players are rushing, so this includes any corner or doorway within pretty much the top two thirds of the overview image.

    I think it would be worth playing around with turning the blue or yellow area in to a large atrium.

    Maybe once you've settled on a storyline (i.e. what's getting blown up?) a better name will follow. :)

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