Posts by tomm
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So I've recorded stranger's map, I'll leave the download link here (I tend to spam the score board, I hope it's not too annoying)
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The important question is, is it fun? .. if the whole game is based on chasing down a big ass monster.. I dunno, doesn't sound like something i'd play as much as I played left 4 dead.
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Kiki's delivery service, I recommend this to everyone who's struggling with lack of motivation. it's great.
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I'm kinda glad they don't bother with normal maps.. unless it's something important like characters. I'd rather see more geo and a pretty diffuse than a fugly normal map.
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[Blocked Image: http://api.ning.com/files/VkQqQEmdPGdvIbzf1cHJljoT3tM2uyDedNfu6WrDJ8yeOh2ea6QSTtvtk2J*wFexTfCLI90vN-dbYZ5Zuu3HqdDea378sKLE/clapSHOTTAS.gif]
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I just want to fucking drag and drop textures straight into hammer, also BSP is a must.
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Looks great walll, I hope the door on A opens faster, it was a little bit annoying.
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Stunning map, I only noticed this massive clipping, which seems weird to me, because you're floating if you're standing on top of it.
-> https://dl.dropboxusercontent.com/u/23699866/clipping.jpg
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Efficent LUA Based Bloom Effect
i'd sneak in "fish AI" or just fish
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I wanna thank you for 'good' read, I've been going through some shit lately(not even close to what you've experienced) and it just kicked me in my balls, great eye-opener for me. Much respect.
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here's a new version of my map, can't connect to dropbox for whatever reason, I tried to attach it here.
also sorry for being so late :s
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wow that's impressive, very cool concept indeed. Excellent candidate for steam and workshop

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I'd like to playtest my map de_shade again on sunday(12th)
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exporting your brushes to *.dxf from hammer should do the job, no? It's a lot about experimenting too I guess.
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Btw updated my map, mainly just changes on bombsite B.
Overview is outdated though, but the most important paths are there so I don't think it's necessary to make a new one.
dl link https://dl.dropboxusercontent.com/u/23699866/med…de_27122013.zip
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de_pozar
I enjoyed playing CT's more than T, probably because you have better options where to go atm.
Mid is just bad, feels very out of place in my opinion, and it doesn't really make much sense either, it's just a huge empty warehouse with very little cover. And since it's probably the most important part of the map, i'd re-do it from scratch and make it more interesting for both teams(more and better cover especially).
I hope the pic below is readable.
[Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/pozar_crits.jpg]
cs_insertion
Original idea. Visually beautiful. Gameplay is different from standard maps, but I enjoyed it!
just my insights, but remember, I'm not a pro level designer so take it with a pinch of salt.
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maybe your UVs are not laid out effectively, imo a 512 map should be enough, depending on where you want to use that weapon, upclose viewmodel in an fps? or an action rpg that you see from a greater height? but 2048 really is an overkill.
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hey, I'd like to playtest my map as well if possible, sunday(29th) seems ok to me
link to download: https://dl.dropboxusercontent.com/u/23699866/media/cs/de_shade.zip
that bsp should also contain navigation for bots, kv file and radar.
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Updated the map with some tweaks on both bombsites and also improved the lighting, there are still some dark areas I'll fix sooner or later.
Check it out it you're interested

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thanks! I've been thinking about that too, we'll see if I can come up with something reasonable.