I think the triangle floor is okay in game. Might just be the angle of the dev camera..?
The climbing wall needs something to define it better, maybe coloured hand-holdy things?
I think the triangle floor is okay in game. Might just be the angle of the dev camera..?
The climbing wall needs something to define it better, maybe coloured hand-holdy things?
First time snowboarding since feburary last night. My me hurts :sad:
Also Mcdonalds at midnight on the way back was a poor tactical choice.
nodraw as standard for new brushes and only texture the visible stuff. Future you will love you.
Quote from QuotingmcNo, should they be?
Arrows on the map are normally to mark out paths. A lot of the most recent community maps have started encorporating the directions into the custom signage so it might be confusing for some people...It's a minor thought, might just be something to keep in mind. Maybe use more muted colours and then use the yellow (or red) for pointing to sites?
Are the arrows pointing to bombsites? Looks nice and clean but I'd watch that...
man that sucks..Least you weren't hurt
Looks decent detailing wise but the layout seems a bit too small/simple? I'd get a good layout sorted before you even think about detailing to that standard- you're giving yourself more work...
All about this album just now. Reminds me of super hang on B)
Quote from CruckzSo I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.
https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur
were you running when taking these? ![]()
In Fallout/Skyrim I'd argue that the million miles is the game rather than the core story itself. The story is always pretty much just a cradle for delivering the gameplay in these series..
Weird seeing it applied to MGS though which has always been a pretty linear game though. I can see why it would be frustrating.
info in the first post. Its a URL you connect to
it's 8pm gmt. I bring a notepad and pen when I'm playtesting so I can note feedback and rough ideas of changes. @'RZL uploads a feedback txt file of submitted feedback during the playtest but not everyone submits to this. Some give feedback via voice chat etc and you might notice stuff yourself. It's also better to join the TS server as people use this as well as ingame.
Not sure why it's hyperlinked all that but I'm too tired to try to fix it ![]()
I don't think it would look right without Tessellation which (as far as I know) isn't supported by source. Static with no collision (or bulletsoaking-ness) is the best shout imo - func_illusion is probably best for this
doors were fixed. Shows valve at least think about 128 tick even if they can't commit to it ingame.
They would basically need to substantially up their server hardware and bandwidth for 128 tick across the board
https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List
sky_cs15_daylight01_hdr
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use settings for de_safehouse
The above works well as a starting point.
Get a Light_enviroment in your map for the outside area. you can copy from an existing map's VMF until you learn how to tweak the values.
This update is awesome. I'm sure many people on here understand that even though the first iteration of it is far from perfect it gives valve a much better framework to improve on.
Shame about the M4A1-s though....Back to the A4 I guess ![]()
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This shelving will lead to bitty/frustrating gun battles if it's in an area of conflict. Suggest filling the middle of it with plywood so players can't see through?