The lighting settings could be bad for visibility, keep an eye on that.
Posts by El_Exodus
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Thanks guys, didn't expect this much positive feedback

@Beck Haha yeah, was too funny to not include these clips

@jackophant We won

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@austinweiss13 It was even louder in an earlier version of the video. But i'm still new to video editing and still learning. I hope i'll do better in the next one

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I finally created something with my Shadowplay recordings. I hope it's entertaining :>
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Mapcore is so slooooow again these days

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Needs more vertical illuminated signs and chinese clutter above head-level.
Looking good so far

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Just switch the bombsite brushes and it's fixed.
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Quote from laminutederire
Why don't they expand their workforce to face the mass of things they have to do?
Valve is constantly hiring, but in a uncommon way compared to the rest of the industry. If you want to know more about it, check that out: http://media.steampowered.com/apps/valve/Val…yeeHandbook.pdf
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I fully understand Valves decision. It's still sad
I was hoping for it as the Source 2 demo game, but that won't happen i guess. Maybe we see a completely new game taking that role? What do you think?€: And there's already a new chapter of the story. This didn't take long.
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yup: https://www.reddit.com/r/GlobalOffens…l_me_something/
but i've seen all so far. very bad players, very good legit players, wallhacking players failing to hide the cheat, super blatant spinbotters. But yeah, the report button is pressed so fast

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When i look at the screenshots i always miss some contrast colour above headlevel. It looks too depressing atm. With some small orange/blue/green/yellow/(pink) textures you could create some interesting visuals in your level. Also the lighting looks like 50 shades of grey. Some spicey colourful spotlights could really make a difference.
I have totally no problem with clean looking maps. But it needs to look a bit more interesting imho.
€ Look at my PS skills, my PS skills are amazing!
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Don't go OT, i want to see FREEDOM stuff only!
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tomm, you nailed it. that looks way better.
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To be fair: de_flashbeng is a strange name. I mean, you wouldn't call your map de_smakegrenade, right?
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1. Create a WIP Workshop entry for easy testing+feedback and re-release your map again when it's polished.
2. Afaik 200mb per mapfile is maximum size, try to keep it as low as possible.
3. I'm just saving progress in new files like this: de_example001, de_example002 etc etc. Also has the advantage, that people who test your map don't have to delete the old files everytime.
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Definitely looks better than the version we tested some time ago.
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Sorry guys, i was too quick sniping the forums.
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Is it just me or does Mapcore feel very slow these days?
Also i had an idea. What do think of adding a Mapcore Wiki to the website? This way it would be easier to collect useful threads and user-made tutorials without losing them out of sight in the forums. Things like Hammer Tips&Tricks, playtest routines, useful configs etc etc would have a nice place there. Watcha thiiink?
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I'd like to give it a "shot"

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Something in your vmf was broken. C&P to a new file worked for me. I uploaded the fixed file for you.
But start optimizing your map early. Use func_detail!! The map already takes ages to compile in that early stage. This shouldn't be the case.