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Posts by jackophant

  • What do you think about the new look?

    • jackophant
    • July 29, 2015 at 2:15 PM

    @laminutederire you're on the money with your interpretation, I didn't fully explain my idea but that was the end result I was envisioning when I mentioned "gamification": Giving people small achievements to stride for, for meaningless internet points! It could give what some people say more weight, but ofc the dark flipside as @Sprony mentioned is elitism, and some of the more senior people here don't post very regularly so it wouldn't necessarily work out for them (but when they do post it often garners a lot of attention).

    maybe something as simple as a like and thanks system, one for lolz one for genuine help. There could be hidden goals for each type and they change the appearance of your avatar or a star system?

    EDIT: Just to drive my point home, I've been working on my LinkedIn profile to try and hit the "All-Star" profile status (which I just got today). I don't even use that bloody website properly yet, but I wanted that achievement! :D

  • Substance designer 5 PRO vs. Substance Designer 5 Commercial Edition

    • jackophant
    • July 29, 2015 at 12:38 PM

    TL;DR: They're the same unless you earn more than $100k a year and then you need PRO account.

    They could just be referred to differently for versions?

  • [WIP]de_stage

    • jackophant
    • July 29, 2015 at 12:03 PM

    if you use "bot_show_battlefront 1" you can see all the contact points across your map. help paints a picture of the CT/T map control divide across the map!

  • What do you think about the new look?

    • jackophant
    • July 29, 2015 at 10:08 AM
    Quote from Sprony

    What do you mean by this?

    In retrospect, it may cheapen the generally more professional atmosphere of mapcore, but gamification is quite popular and a good way to encourage people to be more involved. I'm sure a lot of people here probably wouldn't care for it and the community may be too small or not active enough, but since I've suggested it now I may as well provide examples:

    gamebanana medals (couldn't find an exhaustive list of what they offer)

    stack overflow badges

    This may also really need to be planned for in advance rather than shoehorned in at a later date...

  • [WIP] de_coast

    • jackophant
    • July 29, 2015 at 9:53 AM

    @OrnateBaboon What's the random logic near the chickens for? And is that building next to the white truck not a little pointy? Looks like I could cut myself on it and the door/window each side of it seems a little tight

  • [WIP]De_cristallum (Now With Workshop Link!)

    • jackophant
    • July 28, 2015 at 5:23 PM

    @Vaya he's got to get mileage out of the teaser pictures? I'm not sure what's been teased though! And videos are clearly easier to update us with than a couple of images :P

  • What do you think about the new look?

    • jackophant
    • July 28, 2015 at 3:44 PM

    Not sure how this would be received, but (long term obv) what would the process be to implement a mapcore achievement system?

    I guess in all honesty it would be like fps/gamebanana...

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • jackophant
    • July 28, 2015 at 3:35 PM

    I wouldn't be surprised if the head of Valve's VR moved to facebook simply because more resources would be made available and larger teams to work with. Plus money is usually a great motivator and facebook aren't going to be winning anyone over by being "cool" and "friendly".

    RE: HL3, I wouldn't be surprised if they're waiting for all this VR to blow over and steamboxes to establish themselves. But Valve being Valve will only work on what they want, and there's no rush.

    Gabe's said he thought the to-and-fro would annoy/upset people, but I think it would be very interesting to see how it develops! I have complete faith in Valve to get the right people in the right jobs to deliver an interstellar product.

  • [WIP] Storehouse

    • jackophant
    • July 28, 2015 at 3:18 PM

    Wow, I don't know how I missed this one!

    Kudos on the way you've actually presented the map, refreshing not having to dig around a badly maintained steam workshop.

    I have nothing to say! (at least not without running around it myself)

    Has this been playtested yet? Or entered into a previous cevo competition or something?

  • [WIP] de_Razza

    • jackophant
    • July 28, 2015 at 3:09 PM

    You could do with lighting up your environment a bit better, it's rather dark currently. Google "Sky Lists" and have a look at the skybox textures maps use as well as their lighting values.

    I think you should open your map up and run the console command "bot_show_battlefront 1" and see how deep CTs are able to go before Ts meet them. I think you'll find CTs can own most of the map before Ts even get close the the sites which isn't great for gameplay.

    The overview is a little cluttered so I can't tell what the pathing is, but the number of paths don't see too bad right now.

  • [WIP] Surgency

    • jackophant
    • July 28, 2015 at 3:07 PM

    The ceiling is very low in that second screenshot.

    You need more detailed brushwork to break up the large flat areas of wall. The looping textures are a little jarring and basic.

    You've only got 3 screenshots and no overview? Could we see more?

  • [WIP] de_poula

    • jackophant
    • July 28, 2015 at 3:05 PM

    The whole map looks a little busy, and the theme is definitely confused. That yellow lighting under the bridge is way off as well.

    Unless the gameplay is perfect you might have some pretty expensive changes to make!

  • [WIP] de_backyard

    • jackophant
    • July 28, 2015 at 2:56 PM

    Layout looks like an alright scale and fairly well distributed. Had this playtested yet?

    The greybox looks nice and crisp too, I want to see progress!

    Any figures for it? Site and rotation times?

  • De_Nook

    • jackophant
    • July 28, 2015 at 2:52 PM

    I'd say right now this looks more like a learning exercise for hammer. Some areas have been worked on more like quite nice, but other are very flat and unvaried, or the brushwork is a little blocky.

    This may be too small to work for classic mode, especially cramming 10 people into it, but maybe a small demolition map?

  • [WIP] DE_SECRET

    • jackophant
    • July 28, 2015 at 2:50 PM

    Progress shots? You've had over a month :P

  • [WIP] De_Company

    • jackophant
    • July 28, 2015 at 2:50 PM

    Screenshots are a little dark and dingy in places, and the orange texture used is a bit misleading for lighting. I would suggest using the grey reflectivity textures as it's a better reflector of light.

    Name is really generic as well, maybe something a bit more catchy?

  • [WIP] de_loadingdock

    • jackophant
    • July 28, 2015 at 2:44 PM

    You can change your skybox texture to match your theme better, google "Sky Lists" on the VDC for a list and example lighting values.

    It looks like you've relied on props to shape your map, but you would want to do this with brushwork, and the props are there to add to the map. Right now it looks a little cluttered and disorganised. If you haven't set their view distances as well this can lead to lots of performance issues.

    How are the timings for it? Maybe show us a bot_show_battlefront 1 to see how it all weighs up?

  • [WIP] de_aegis - Added Workshop

    • jackophant
    • July 28, 2015 at 2:32 PM
    Quote from Ridders

    If you wish to help with a play-test please comment on the workshop page!

    We host playtesting here, you don't have to arrange your own.

  • [WIP]de_stage

    • jackophant
    • July 28, 2015 at 2:16 PM

    Heyo! Saw this has been sitting uncommented on since Friday!

    I can see splashes of overpass, mirage and nuke in there if I'm not mistaken. I'm not sure about the tall flower border inside though? :|

    I think you could probably work in a bit more detail to make it feel more realistic. There are some quite large walls of repeating textures which feel bare.

    What are the timings like?

  • cs_shichang

    • jackophant
    • July 28, 2015 at 10:42 AM

    Nah, I think time of day is great. Adds to the whole feeling of it. It's come so far!

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