Max payne 3 cutscenes were a menace, in addition to that same effect they used over and over and over. If the level of cutscenes in this game aren't decreased by a huge factor, it's going to be boring. Especially if the cutscenes are there just to make this game only longer to last.
Posts by ics
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So.. uh.. as a big alien movies fan, don't fuck this up please. Rebellion already did, Gearbox even more so please please please do something great. Thanks.
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Quote from roflzomglol
Alright, today's playtest gets cancelled after several tries to get the server running. I try to get it working for tomorrow so we can make up for todays cancellation.
I run servers myself, including CSGO. What seems to be the problem? Maybe i can help you out?
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Hello!
I figured that i should do a post here too, introducing myself since Mapcore looks like a spot where i can spend some of my free time with.
Not a major story but i've been interested in level editing since 2008, after i got the urge and haven't stopped since!
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Quote from Vilham
Motel isn't great competitively, but because its a small map the rounds are nice and fast, which I quite like.
If you like small'ish map, fast rounds and plenty of action, i think you could like Isku also. http://steamcommunity.com/sharedfiles/fi…s/?id=198146855
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Quote from 3DnjThis operation is a terrible joke, really. Big respect for all the people in there and I'm not saying that because the 3 maps I worked on are not in this pack but the best thing about operations is to see good new maps actually played with a lot of people. These operation make the csgo map creation more attractive because everyone can hope about a cool release like this. And thanks to that we had a lot of really good quality maps. But with this operation, people will certainly loose their moivation (lol, a lot of people don't give a shit about weapon skins). I'm thinking about the people who are working hard for the last few months to release their map in time, it's just a back stab for them, and more when you are seing seaside AGAIN!!! (seriously? just put it in the official maplist and let us see new stuff !!) What about Overgrown ? Marquis ? Print ? Backalley ? Season ? Castle ?
Coudn't have said it better myself. Now were are stuck with 4 months (+ 1-2 extends) with these operation maps.
Valve has always been bad communicating what they do and they take the easiest, safest route to please majority of the players.
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Quote from dkmI personally saw that happening at Starbreeze which went through pretty much the same thing.
When the creative guys (now at Machinegames) left it definitely left a void that was hard to fill, the image of the company, the culture, the games, everything becomes different when the vision goes. I'm not saying the name should have died and I'm sure the Overkill guys will continue to do a great job but there'll never be a 'real' Starbreeze game ever again.
Irrational will always be remembered for the games they made and maybe that's a good thing? Better than seeing them turning into Rare?
(again, I'm not trying to justify his actions, and it's crazy to see so many talented people on the market, just saying it might make some kind of sense)
You are more than correct on what you said and i'd add id software to that list too. They are never going to be as popular as they were in the past with the people they had onboard.Rare was close to my heart since a kid and i was sad to see them get bought by Microsoft at the time. However, i later learned that the most talented people, nearly all of them, had already left Rare before the sale.
I think Irrational Games has the similiar story behind it. We just have to wait for it to come out.
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Quote from SpronyvanJohnson
If I understand correct, I should learn the editor inside out and pimp the brushwork with props? Eventually I could learn modeling or I'll rely on an artist. Is the assumption that learning Source now, would be an advantage when Source 2 comes out? (regardless of features).
I don't know what your goal is but i can't model that much and i've made due with existing models & with hammer. I guess i could do more if i had contacts to a modeler that could make props for me to use but i'm not that lucky. So i end up doing stuff for fun for others to play on. Anyway, if you work in a small company or even big one, the more skills you have, the best you can get your work done.
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Quote from PogoP
I imagine that Source will still have a lot of BSP/displacement stuff for designers to use and blockout stuff with, but I think it will more heavily rely on models/props. Brushwork is so dated, and whilst it is good for designers to use, it does tend to look like shit even when pushed to the limits of what you can get away with, and you can easily just model the same thing in 3ds max and have it look 10x better, and it'd be 10x to do.
This is exactly where Source is going. A lot of displacements and models are being incorporated into the maps instead of actual brushwork. L4D2 was already a sign what is to come but CSGO kind of took a step back at it. Large open areas on multiplayers have always been a weakness for Source and perhaps this is the reason why CSGO sticks more on the general brushwork instead of going wild with displacement, though they are used a lot more now anyway. But solid brushwork fits into CSGO better in the first place.
I'm pretty sure 4wayblend for displacements was an experimental por to test it out on Source on wider scale and i think it was a Source2 engine feature at first. Valve has a habit of backporting stuff to test on before going public with something else that uses such tech or idea.
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So i did a revision update where i incorporated the things mentioned here and elsewhere. Thanks to Squad for bringing some of the things into my knowledge that i didn't even consider before. I wanted to put out new screenshots but since the Steam workshop fails to give me onlt error "file upload failed: 2", i cannot do that. So i'll just update the screenshots on the first post. Thanks again.
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Thanks for the feedback. You gave me some ideas i can make use of. I have also released another update to the map, so the screenshots do not represent the current state of the map no longer. There are more details in parts but not everywhere. I'll see what i can do!
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Well not much feedback from here either bug i did some improvements. Added details and such. Removed some air conditioners and tuned it up otherwise too. I've yet to take new screenshots but the map has changed.
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I used to run this on CS Source server of mine for years and years. It was ok public map, a little hard to take on as Terrorist so the extra routes came in handy. However, what works in CSS. doesn't work in CSGO. There is a reason why Valve simplified and edited some of the maps, such as aztec and dust, which was to make them more simple and not ct-sided to play on.
Season is fine mostly but there are too many routes that lead to other places through kind of long distance. For example the vent area with 2 vent windows i see kind of useless and the ladder area up there. I didn't notice if there was the corridor from the ladders to the door in the middle. That area is kind of complex. Doesn't serve much of the competitive side.
If i were you, i would simplify it more and don't be afraid to change the original layout of the routes, especially the mid area.
Oops, called this seaside instead of season.
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Quote from SpronyvanJohnsonI take it you are going to add more detail as you progress? Because some areas are a bit empty and some walls could a bit more decoration and stuff. I'm at work so I can't play. Having said that, I wonder if the shadows won't make it difficult to spot players?
Well, i don't want to clutter the map with too many details so i'm not sure how much i will add. I don't think the shadows will be a problem but i'm all ears for suggestings and such.
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Few days ago i released my map de_callie on Steam workshop, here: http://steamcommunity.com/sharedfiles/fi…s/?id=225052203
While it is nice to get something released, i get no feedback from nowhere i've posted this, except csgo_sdk mailing list which was great. I'd figure i should post it here too. So thanks in advance if you have a look at it. It's not ready yet but getting there soon i hope. Still, it's fully playable.
** EDIT **
updated screenshots 17th of Feb 2014










