'Alien 3:For realsies this time'
Posts by Vaya
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Keep at it

Make sure you read all about optimisation now to save you headaches later.
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added. Seems we have enough for a UK Mapcore team too

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Demo seems to bug out at about tick 4500
(shows full tickcount and time though)Thanks anyway..you might need to check the plug in is working fully
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or they've been reducing the limit since users were complaining about bad performance during op breakout.
Is the size that shows on workshop the 'true size'?
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Quote from text_fish
Contest idea: Fix Nuke.
Starting with the VMF that ships with the sdk (or an up to date version of Valve will release it), each contestant makes the changes they think would "fix Nuke" and submits a bsp with working radar etc. as well as a rationale for their redesign.
The mapcore community then choose their favourite 3-5 versions and we invite a bunch of pro/high-ranking players to spend a few hours streaming matches on them.
Much debate and squabbling takes place, and then if a "fixed" version can be settled upon by a majority vote, we submit the new version (or perhaps even a version containing a mixture of the favourite fixes) to Valve for consideration.
> open de_nuke.vmf
>select all
> delete
Fixed!
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Custom assets are always going to make the map huge. If you want an original theme you'll either need to use existing assets in a really creative way or take a hit in file size
Valve seem to have gotten around it with the new DE_train by adding all the assets to the stock VPK?
Does anyone know if this improves performance..?I think de_overpass used a lot of existing models too so no issues there....
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Fair enough. I still haven't seen this mythic t junctions error that everyone else seems to get

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Pin topic as a warning to others

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you won't be ready for this operation...Aim for the next one (or even the one after that)
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Are you using Func_detail?
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Nice idea. would it be breakable/spammable?
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I think placing it on the edge of montreal would be pretty cool. There's a few derelict train yards in the area too I believe.
http://www.chrishenschel.com/2013/05/back-streets/
Lots of room for intresting signage in both french and english etc too.
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Bridge is currently OP:
- gives a massive advantage to CTs as you cannot block their view down to the B enterances with smokes easily. I suggest adding a partial back wall to this to make landing nades easier.
-cover up parts of the overpass too to make CTs positioning more predicatable. Ts should have a good idea where to aim considing the angling is already uncomfortable for them. Maybe cover up with sinage ala below:
http://1.bp.blogspot.com/_-pqrQDrwPkE/T…-overpasses.jpg
- Remove the vent and replace with a alleyway- a tight but straight downstair. The vent is a bit twisty and I don't think it fits the theme that well. Make it relativity easy for Ts to smoke mid and enter (maybe a sign midway to bounce it off of?)
-Fix the spawns

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Never heard of it but it looks awesome!
Only getting one snowboarding holiday this year due to house buying commitments #firstworldproblems
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progressing slowly. Once I'm happy with the layout I'll focus more on the detailing. Textures are all playholder atm
