Posts by text_fish
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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?
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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?
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I miss the bells.
Otherwise:

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

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Quote from Ahoy
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.
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This game just shot to the top of David Cameron's Steam wishlist. Phwoar.
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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.
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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.)
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Personally I think I would model the flaps with an opening, as if they'd been temporarily pinned back in some fashion.
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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.
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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.
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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.
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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.
