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Posts by will2k

  • de_ali (working name)

    • will2k
    • December 1, 2015 at 8:00 PM
    Quote from Squad

    It's been a while off course, but I don't think I've seen these picture before. Either way, my first and biggest inspiration/reference were the following pictures

    [Blocked Image: http://i.imgur.com/aEZvfMJ.jpg]

    Holy shit, the original Team Fortress 2 screenshots :whaaa:

    My god, I haven't seen them in a LOOONG time. I remember seeing them the first time back in early 2000 in a preview on PCZone magazine (the paper edition :v) and almost crapping my pants out of excitement :dance:

    I wish they continued with this direction and art style instead of the present cartoon-ish one :sad:

    Quote from Squad

    I create a dedicated folder for each map I work on. It contains subfolders like Pakrat, Overviews, Screenshots, References (consists of subfolders too), etc. Basically anything that is related/needed for the map, so it's all in one place.

    Same here; I just put this folder outside of "steamapps" folder and keep a second backup on a external hard disk :v

  • The Walking Dead

    • will2k
    • December 1, 2015 at 7:47 PM

    The mid-season finale was not bad!

    Quote

    I expect the second half to be "explosive" against those bikers

  • What have you purchased recently?

    • will2k
    • November 30, 2015 at 4:47 PM
    Quote from 2d-chris

    A rhino camera slide, iglide steady system, clip mic, mobile audio recorder, mobile LED lights and tons of other video capture goodies, preparing for when I go on some bad ass expedition style holidays so I can make some mini documentaries.

    That's some kick-ass gear :cool:

    Shall we expect some fresh batch of pics in the random photo thread? :)

  • Sharing my newly released paper on optimization testing in Source engine

    • will2k
    • November 29, 2015 at 2:46 PM

    Since the "status update" feature was removed, I decided to resurrect this thread from over a year ago.

    My new article is live "Source Engine PVS - A Closer Look" http://gamebanana.com/articles/72

    A follow-up to my previous article "Demystifying Source Engine Visleaves", this one is a technical article where I delve into more details about the PVS creation and visibility calculation and their implication on optimization in the Source engine.

    Cheers and enjoy the read.


    Edit: For easier access and ease of use for anyone consulting this thread, I will gather all the links to my optimization papers and articles below.

    Man vs. Engine (March 2013)

    Optimization Testing in Source Engine (April 2014)

    Hints about Hints - Practical guide on hint brushes placement (June 2014)

    Practical guide on areaportals placement (August 2014)

    Practical Guide on Occluders Placement (September 2014)

    Common Misconceptions in Source Engine Optimization (September 2015)

    Comparative fps study in Source Engine Optimization System (September 2015)

    Demystifying Source Engine Visleaves (November 2015)

    Source Engine PVS - A Closer Look (November 2015)


    On a related note, I will start writing new papers and articles for the "core" very soon, and publish them right here on Mapcore. Stay tuned :)

  • Rainbow Six: Siege

    • will2k
    • November 28, 2015 at 10:10 PM
    Quote from 2d-chris

    I was hopeing this would feel like Raven Shield, where you'd shit yourself for even peeking around a corner.

    If you really want to shit yourself (from even listening to your own ever-increasing heartbeat :P), play some Rainbow Six and Rogue Spear, the originals from 1998-99.

    - Spend 10 minutes in planning screen setting waypoints and tactical entries for Ding Chavez and Santiago Arnavisca - check

    - Slowly open the back door and get inside the embassy - check

    - Spot 2 tangos from way across the hall with potential hostages - check

    - slowly move "shoulder to the wall" literally holding your breath while glancing each 5 sec to check if your team is still behind you - check

    - barely peek around the corner to "get a clearer view"... and that's the last view you'll get :D - 1 shot, 1 kill and it works both ways.

    Another game that will make one shit himself is SWAT3 (and 4); good times :)

  • What have you watched recently?

    • will2k
    • November 28, 2015 at 9:48 PM
    Quote from Xanthi

    Also Fargo season 2 is great;

    How does it compare to season 1? (I know it's a different cast with a different story that is very loosely related).

    Season 1 caught me by surprise and as soon as I watched episode 1, I was itching to watch the rest of them :). Billy Bob Thornton was really menacing in his role.

    Does season 2 have the same atmosphere? good cast? storyline?

  • The Steam Sale Thread

    • will2k
    • November 27, 2015 at 9:21 AM

    Will refrain from buying now; the winter sale is around the corner hopefully with slightly better deals (the no-flash sales/daily deals is a bummer though)

  • Site Changes and Feedback

    • will2k
    • November 26, 2015 at 8:20 PM
    Quote from El_Exodus

    Why not just moving the Status Updates more towards the bottom instead of removing them? I always liked them for having a quick overview of what people do.

    I kinda agree with Exodus.

    The status update is a nice little feature to quickly keep tabs on what's going on around the site.

    Could be moved to another location to make room for articles or it could be its own subforum if that is possible (like off-topic, you would have a subforum in "General" called "status update" where all updates could be gathered in one place).

  • Site Changes and Feedback

    • will2k
    • November 26, 2015 at 8:49 AM

    Thanks for having me on board

  • ar_grotto [CS:GO WIP]

    • will2k
    • November 25, 2015 at 12:57 PM

    Nice work so far.

    Couple of quick notes:

    - screenshot 3: the concrete texture in the lower level could use a bit of aligning as it looks a bit random and unrealistic. The seams, vertical and horizontal, are biased towards the left window. It would be better to shift the vertical seam either to the center between the 2 windows or completely the one edge of the brush where it's not visible at all. The horizontal seam could be lowered to the bottom edge of the windows to create continuity and visual coherence. It will look tidier and people with OCD won't be pissed off :D

    - screenshot 4: the blue brick texture could use a bit of downscaling. If you are using the default 0.25 scale, I believe going down to 0.2 should be fine (or somewhere close if you wish to keep the brick edges of the texture aligned with the ceiling and floor planes)

    - Custom content can be cut down as I see some props in the screenshots that could be easily replaced with almost similar stock props in CSGO. If the gameplay is good and fun, no one will notice the custom props :)

    Keep up the good work

  • What's going on with your life?

    • will2k
    • November 24, 2015 at 2:53 PM
    Quote from Sprony

    Whenever I want something new or I dislike something my wife bought I let my daughter play with it. She's 1,5 years old so whatever it is, it gets demolished within 10 minutes. No way to blame me and my wife can't get mad at her little baby girl. #Winning!

    careful now, this is a double-edged sword :D

    she could use the same strategy on you :v

  • Random Photo Thread

    • will2k
    • November 23, 2015 at 7:23 PM

    Some night time photography, medium exposure time (3.2 sec)

    [Blocked Image: https://www.mediafire.com/convkey/a842/0781v26ox4zmw5i7g.jpg]

  • What music have you listened to recently?

    • will2k
    • November 22, 2015 at 7:41 PM

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  • [WIP] de_meat [Looking for gameplay feedback]

    • will2k
    • November 20, 2015 at 4:30 PM

    Check de_aztec and compare the behavior of this particle. If it does the same then it could be that the particle has a life span and does not emit indefinitely.

  • Games W.I.P Thread

    • will2k
    • November 20, 2015 at 4:25 PM
    Quote from TheOnlyDoubleF

    Hey people, ULTRAFLOW 2 is coming, it's official!!!

    As If Ultraflow itself wasn't addictive enough :v, now you're throwing "2" at us :D

  • WIP in WIP, post your level screenshots!

    • will2k
    • November 13, 2015 at 5:04 PM

    Went back to my small test map for the NYC night setup (older post from July 2015 link) further tweaking and darkening the 3D skydome. I'm also toying around with illuminated buildings windows using selfillum masks.

    [Blocked Image: https://www.mediafire.com/convkey/24f4/ah9h2b6dgqhtkg66g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/7dae/on92y3b0xh7o4bh6g.jpg]

  • MapCore - broken image links

    • will2k
    • November 13, 2015 at 4:38 PM
    Quote from clankill3r

    @will2k

    Are you (or someone else) paying invisionpower monthly for the forum? Looking at their website it seems like it, and it's not cheap either.
    If the above is true, you could ask them to fix it. It should be possible to have a script that can fix the links for all posts. If they won't we could make a mapcore complain contest

    Hey clankill3r

    You got me confused with Thrik :v

    I'm not the site owner, nor I am affiliated with site management; I'm not even a staff member :D

    I'm just a regular member who faced this broken images issue last month and I'm trying to help fellow mapcorians in case they encounter this issue in their past posts/threads.

    I already raised this issue to a staff member last month and I believe he contacted Thrik about it. Some members, including Jack a couple of posts above, have pinged him in their posts to draw his attention about this issue.

    As I mentioned in my first post in this thread, If Thrik can work out a global solution for old threads/articles to reinstate the images, it would be cool. If this is not possible, then you will have to manually re-edit the images links in your posts.

    Cheers

  • MapCore - broken image links

    • will2k
    • November 11, 2015 at 9:21 PM
    Quote from clankill3r

    Lets say I have this link for example:

    https://migrationtest.mapcore.org/topic/18156-cl…-1419767078.png

    Then how can I edit so it finds the file again?

    Goto to thread/post you want to edit and click on "edit"; you'll notice that your images appear as a small broken thumbnail. If you scroll to the end of the post, you will see a module called "uploaded images".

    Just click on the broken image thumbnail in the message body then scroll down and click on the corresponding uploaded image and it should link it again properly. Don't forget to save your post for the edits to take effect :)

    Hope this helps

  • De_forlorn WIP

    • will2k
    • November 11, 2015 at 8:49 PM
    Quote from Logic

    Any current overview? All I could find was one from 2:nd May 2014

    Theme looks very clean, which is always good! It really screams Black Mesa and/or an old fashioned Bond-villain base :)

    Thank you :). I'm trying my best to have visual fidelity and eye-candy while keeping visibility and player readability at a maximum.

    The layout you mentioned is indeed for alpha 1 version; the current beta layout is slightly different in mid and around both bombsites.


    Quote from jackophant

    Needs 100% more pinky rock faces

    [Blocked Image: http://i.imgur.com/y0RUoqx.jpg]

    [Blocked Image: http://static2.cs-bg.net/maps/images/sc…235-de_nuke.jpg]

    Spot on, Jack :D

    These rocks are iconic for HL/Opfor and they are on my to do list since alpha1 version but they will be kept until later stages in detailing since 50% of them will be in the map while the other 50% will be in the 3D skybox. I even included them indoors like the "Lambda Bunker" level :D (https://migrationtest.mapcore.org/topic/17209-de…&comment=404898 4th screenshot-tunnel).

    At some point in development. I considered the idea to have the outdoors more European (white/grey rocks with pine trees and green hills) but finally decided against as players will most likely dissociate the map from the HL/Opfor theme.

  • De_forlorn WIP

    • will2k
    • November 11, 2015 at 2:28 PM
    Quote from Bodd Jonar

    It's so pretty!

    Thanks.

    Detailing is roughly at 25%; still quite a road ahead but progress is steady and stamina is high :)

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