Posts by Vaya
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imo always 10vs10 first with a build just so you don't find something stupidly broken
OR
have one of those local server run arounds. Bring @Fnuggi as he's like jesus of exploit finding.
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I'd be surprised if there's not at least a couple from the contest.
I just hope the operation is more well thought out this time so the maps are given a more paced exposure in terms of missions.
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Santorini is looking great!, I wasn't sure about the layout during greybox but it's looking awesome now. The new video with launders and thee esteemed drywalldreams looked awesome!
What happened to the the season build with the reduced rotates, reddit thread about santorini reminded me, is that still happening?
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Quote from mr.P
spanks,
lets hope we get ssao on models for christmas!
the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,
The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?
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Quote from TheOnlyDoubleF
I'm gonna cry from the beginning to the end of the movie and still two weeks after and I won't be able to tell if i liked it or not.
Yeah I need to warn the wifey about the tears of joy :lol:
Whats everyone's plan in regards to premiers etc? are you going for it or holding off? I'm probably going to need to hold off then stay off the internet until I see it

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Quote from laminutederire
Hidden Content
Fuck that I have so much issues with deleting the quotes on my phone when smileys are involved, so after 2 months of tries, I'll let that go and post it at the sale time.
Now on to the real message:
I fixed the spawn, and I'm going to update the drive probably tonight with a version with the 20th spawn and a better optimization

I would suggest using the dev textures over your custom ones too. The reflective ones ending in B (borderless) are best. I think the current textures used are affecting visibility.
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Sure- if that's how you feel- but make sure you understand the feedback presented and how you could fix it. If you don't there's a good chance you'll just make the same mistakes again (personal experience talking here).

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I wouldn't say 'scrap it' yet.
Honestly I think you're better taking your first project as far as possible so your second map is better. Delete now and you're probably going to learn very little from the project.
You need to build up a head for problem solving and understanding how De_map design works. Amend the map to see if you can fix these issues- understand the feedback and how you can correct design mistakes.
This is obviously just my opinion...;)
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From the pictures- Looks very dark in places and the bombsites look too prop-heavy. It's about getting the balance between realism and gameplay

I'll look at the workshop version later
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Looking great!
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Played this map on cevo last night which was pretty cool!
[Blocked Image: http://i.imgur.com/fqVhr51.png]
one minor thing that fucked me up one round- this change in brush height catches nades. @FMPONE had a similar issues with trims on cache if I recall correctly?
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Awesome!
Why did you mute the other team though? They can't talk to the other team over voice anymore (to provide indepth feedback on resort of course :P)
and you got an autoshotgun! day of days