Posts by Vaya
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That makes more sense now...
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@blackdogI really don't think it made sense in terms of the content or game themes. Unless I'm missing a pun or something..
a bit too far on the comical side for the tone I guess. It is just a name though

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from the soundtrack. 65dos are tight so can't wait to hear the full thing.
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he was focusing too much on killing fnuggi. So many dodgy kills from 2 low-hour Russian accounts :<
so many 'OK' moments..
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http://www.imdb.com/title/tt1534085/
halfway through this just now. I have no idea whats going on but the visuals are amazing.
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he had a dodgy wrist. too much time spent on nakedhopak.com I guess

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The wild west is now a castle? interesting!
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@Puddy up for it.Been waiting on an update on this one for ages

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I would say it's fine as long as you're not constantly bumping it. If you're doing that it should probably be moved to the 3D forum ( @Sprony or @FMPONE normally do this I think) as it's still clearly a WIP.
In regards to the building facades:
QuoteQuote I assumed that the extra visleafs wouldn't matter too much as long as I closed them off with a hint surface. It'll be tricky to refactor the geometry, but probably worth it.
@will2k is probably the best person to confirm this but I *think* lots of extra visleafs means that source needs to work harder to render the stuff onscreen- it means more complicated visclusters and its spending more time working out what can and can't be seen when a player is moving around the level. World brushes should all be cube-like and flat as possible- extra details should be func_detailed where possible to avoid too many splits. All a hint brush does is split the visleaf at point of intersection- kinda helping source split up the level in a logician way - it's not really a mask for complex visleafs

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I love the theme on this map and I think I've worked out your optimisation problems
Theme - strong deusEx vibes which I like!
optimisation - as a first point of call you quite simply you need to func_detail a lot more of your building facades. Lots of messy visleafs being made because building fronts aren't flush cubes.
Texturing - a little mushy with the same colours used too much/ Obviously the levels theme means too much variation would look out of place but some detailing is being lost due to this- for example the balconies beside B. I also noticed in one place you're using a texture as a trim right beside somewhere else where you're using as a floor. I think adding a little colour (limited pallet of course) would help differentiate areas.
[Blocked Image: http://i.imgur.com/rpn1FJy.jpg]
Also - some textures have been stretched to point of blurliness - like the crate on A site. It might add to the deusEx look a little but plz no..:P
QuoteYeah, having more interesting lighting is definitely something I need to practice at. When I recognise that a part of the map is visually dull I tend to reflexively try to populate it with more props/overlays/brushwork without considering other options. In terms of readability I thought everything was more or less sufficiently illuminated though. Anywhere in particular you feel is too dark?
CT spawn is a good example of what needs fixing. I would replace the dead car with an alive one (with headlights pointed at the wall) at an off angle. Easy way of making the area lighting more intresting..
I think it's less about visibility and more about guiding the players - just now you have super illuminated areas where I can't tell where the lighting is coming from and then you have kinda-muddy dark areas that could benefit from more overhead lighting. Maybe add a couple street lamps etc- just to guide the players eyes more. For example - maybe in the screenshot below replace the lamps with more head duty ones and bump up their brightness.
[Blocked Image: http://i.imgur.com/OCKOAUY.jpg]
[Blocked Image: http://dailyphotoblog.net/media/1819/back-alley-night.jpg?preset=fullsize]
[Blocked Image: http://orig02.deviantart.net/e077/f/2011/187/f/d/public_alley_101_hdr_by_andrew_23-d3l0qk1.jpg]
sorry for paint annotations

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Cool, you signed up!
I'll try to remind myself to check it out ingame tonight.
From the screenshots I'd suggest more player-level lighting as there a few patchy-dark areas and other areas look bland due to this.
P.s - minor point but I'd have the overview in the workshop screenshots. People like when that's done..
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if you turn off chat it's fine. twitch clearly bucking under !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop !drop -
Hmm hoping I'll get beta access off of someone. £45 is a bit steep to be trying out a multiplayer game- no matter what dev it is

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so...asses or not- is the game any good/comp potential?
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[Blocked Image: http://i.imgur.com/uxOwLVp.png]
that's how you make make mid more vital. I'd havbe to see ingame but to looks pretty busy layout wise- intresting thou!
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http://www.ihatemountains.com/
Played through this LFD2 campaign last night with a bunch of mapcore guys. @El Moroes awesome fun, looks SO great....terrible name
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it's hard to tell from the overview to be honest- it's pretty busy! Could you nodraw the tops of walls or outline the player area?
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Quote from RealaxFourX
16 minutes ago, RealaxFourX said: I'm thankful, to everyone, who tries to help. But actually, the only one, who wrote about my map was Plat, and RZL only in the status 1. RZL, suggested to remove all the models, change to the same brushes instead of models. Also, re-texture my map to bare grey box, as if it would change anything. Just spend like a few hours and achieve nothing, only worse results in the end. As for layout,I made it then I didn't know anything about source engine, but I'm simplifying it. Just that optimization is fighting against the gameplay and visuals. Also, vvis does a poor job, that adds up a lot of work. Also, those visuals mistakes from the source engine itself. No wonder, an old engine. But I will keep working on my map.
honestly after looking at your map I agree with RZL. you wouldn't be losing much by converting to greybox. The brushwork is super weird in areas..