Some of those landing sounds don't contain enough of the relevant surface sound imo.
Posts by jackophant
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Needs 100% more pinky rock faces

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[Blocked Image: http://static2.cs-bg.net/maps/images/screenshots/maps16/de/cs-235-de_nuke.jpg]
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Quote from swst.turn
Ts haven't safe path to northern bombsite,
You make a good point. Originally this was to be likened to inferno's mid to have a safe route based on timing rather than line of sight. I'd like this to still be the case, but I'll check the contact timings with this new build next chance I get and try it once more in the next playtest as I have also rotated how mid operates and don't want to change too much in one go. If there are still issues, I shall indeed implement a line of sight based safe route for A.
Thanks for the input

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Made a split build, thought I'd change the B entrances up a bit. It could probably do with more space still as well. The CT window room and main entrance have been moved further apart now with the aim of providing a better poised safe position for retakes, doubly so for Ts not being able to watch 2 points of entry in very close proximity.
Toying with the idea of adding "double door feature" to B long, to reduce sightline and the length of the entry corridor... we shall see.
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I may need to pull the whole thing slightly further away from the middle of the map as well if timings don't check out.
Still need to do that compile!
Sorry for the shitty "dev" posts. I'm finding them useful as a log of my progress and to help maintain direction.
Thoughts and comments are always welcome.
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@dux aside from your gripes with the engine, what do you think of the game?
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Playing around with the rather dull bombsite A:
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now features a "non-peekable" wall, that can be boosted from the nearside, and self boosted from the far side. Thought I'd see what I can do with it.
CT site entrance has been moved round to the front to eliminate any long angles from CT spawn, consequently they are much slower to A long, so that needs to be balanced.
Will compile when I get home, stupid work lunch times too short

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Currently looking at Mt Roraima as part of the Calendar I'm collating for work. Very interesting landscape. Anyone going to try and rebuild the house from Up! on the plateau?

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Quote from swst.turn
"Please take more time working on your map. You can choose a date that is further away (more than two weeks) or cancel your submission." I didn't know about this rule, I think it should be described in first post.
Kind of falls under quality control, but either way it warns of maps being declined:
[Blocked Image: http://i.imgur.com/zUzxzSA.png]
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After a long couple of months, and fucked around by some of the scummiest and laziest estate agents in the world, we've finally struck gold!
Backed by a phenomenally efficient and courteous agency we've had an offer accepted on a house! The way things are looking we could be moving in in time for Christmas!

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Looks a lot better, and the new lighting immediately makes it feel nicer.
Have you got an overview for us to see?
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Someone needs to do a mythbusting video on this!
IMO they used to have specific purposes in HL2 but have since lost their specific functions for multiplayer games.
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Welcome

It all looks great, apart from that bright turquoise building... Have you got any photo references for it to compare?
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Can't bloody wait!
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that outside shot fills me with nostalgia

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Might want to flag an admin like @Thrik for this. Files may have been lost in the forum software update.
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Quote from Psyrius
No, the space is the separator for 2 different float values:
With his example you can now refer back to the VDC article: https://developer.valvesoftware.com/wiki/$phong#New_Parameters