I like this a lot. Retarded Tf2-style fun. Gotta stop myself tryharding it though ![]()
Posts by Vaya
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cashgrab!
I'm going to come over 'lewronggeneration' here but remember when call of duty was the 'serious' brother of medal of honour? Now it's all lazers, stormtroopers and shit. I'm sure it'll still be polished and well made though..
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(I'll pretext this by saying I don't think I ever played the original- so if any of this stuff is a 'feature' of the layout feel free to ignore)
- Theme is a bit overdone but it's been really well implemented here. Map looks great and in general has a good flow to it but I still think it needs a stronger USP.
- Some areas feel quite claustrophobic- CT spawn for example. I would remove the CT truck from this area at least and maybe add some sort of trick jump over the railing for CTs. I'm sure you'll agree players should have a clear path to different areas of the map on spawn but this currently isn't the case
- I'd avoid any cars as cover. collision boxes cause aneurysms
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you hear the vent breaking at 0.01secs
other teams strat caller:
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I have one of these codes too. I'd prefer it went to someone I already play with over first come first served though. Hit me up with a steam message with you want it

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pre-bought this now
vaya#1367 add for noods. -
One thing I can tell just from the screenshots is you need to diversify your bombsites! both are just squares with cover in the middle. Compare these to any map in the game- operation or otherwise
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outdoor swimming pool in scotland?
you're brave. This to me looks like it would fit the SC of france more. Get brighter lighting in and use strong references
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I can understand that - would you actually see that though for 300->250 though?
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does VRAD run on compile?
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I can understand people complaining about sub-144fps using a monitor built for that. But it's still their problem to fix.
Mapmaker's only goal should be matching the performance of other popular maps
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Quote
Quote No but if I have to point it out they should change jobs imo cause I'm a bloody amateur
stuff is easy to overlook- you should know that yourself. Even the best mapper in the world can get decent feedback off an amater

in other news @FMPONE released a cache update. Reddit was mainly impressed. Apart from this guy:
QuoteQuote Ok so i got 300 stable fps (capped) everywhere on the map as usual (besides nuke..), but WHAT exactly makes me drop to 250-270 when im in mid in front of connector facing Garage? I should not have any problems, its particularly this area of the map (between whitebox and connector, facing t spawn)
edit: just checked, with 3 smokes in mid im dropping to 200... 100 frame-fluctuation? Unacceptable. FMPONE goes full nuke-style on me.. i hope this gets solved, or am i the only one with this?.. My vid-settings are low for competitive play, res is 800x600. Sooo... i dont understand. GTX 970, i5-6400, 8GB Ram
FULL NUKE STYLE
Overall I like the changes but the sunroom art is pretty over baring, I would have it as a distressed decal blended into the wall. It looks out of place as what can only be described as a metal easel

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highlight the 'clutter' you are meaning with screenshots etc and I'm sure it'll get picked up. Valve people are part of mapcore but rarely post.
While I don't agree with valves method of gathering feedback for their new maps (I think it would be better to make the community aware of intentions beforehand and incentivise players to try the map before adding to the 'actual money' pool) they have improved the other 3 recently added maps dramatically since they were introduced. They do listen to a great deal of the feedback but that doesn't always mean that they agree with it.
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[Blocked Image: http://i.imgur.com/e8h21h0.jpg] (it's pretty much as disgusting as it looks :P)
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All steps should be the correct size but I've fucked some of the texturing on them. Might be a perspective thing but I'll review it

overall I'm happy with the layout but some areas will be getting added to for the next build. Mid needs tweaking too.
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thanks for the feedback

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thanks guys
Going to spend a while collating feedback from the playtest and work out the next steps -
http://steamcommunity.com/sharedfiles/fi…s/?id=580106862
A defuse map set in Palo Alto/'silicon valley'- the targets are a companies server farm or electrical substation to cause disruption to the companies operations (or something)
Some of you will remember version 1 of this map. I was never really happy with the layout and had progressed way too far to make the required changes. The detailing was also pretty off what I wanted- too many different styles and too piecemeal
I think (hopefully other agree) the new version I've been working on has a much more solid layout and is also visually stronger overall- I want the map to be bright, colourful and pleasant to play on.
[Blocked Image: http://i.imgur.com/GLI6kuR.jpg]
[Blocked Image: http://i.imgur.com/D6gERo5.jpg]
[Blocked Image: http://i.imgur.com/Snu4tLj.jpg]
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Feedback on how to progress this - what people think needs more work or changed is important at this point - I've been building 'in the dark' for a couple of months now so might need to amend course
(the super bright red lighting in the last screenshot will be changed+ the word wall decal is placeholder- just wanted to get that idea down ASAP for a full build)Yes it's using a lot of nuke assets. I'm sorry.