Had to google "movie kills diabetic with candy" but I found it!
It is Big Nothing.
Had to google "movie kills diabetic with candy" but I found it!
It is Big Nothing.
Quote from El_Exodus13 hours ago, El_Exodus said: I'd say de_colorado
Possible but that one mountain looks like k2 and the sky never is that foggy. If it is Colorado it wouldn't take me long to get some references for you, @OrnateBaboon
Quote from Puddy23 minutes ago, Puddy said: [Blocked Image: http://i.imgur.com/c3U3VFb.png]
wat
http://# Hide contents 111%?
I'm guessing the game calculates the kill participation using a formal like this (Kills + Assists) / (Enemy Total Deaths). I believe when someone is killed they are not dead until they respawn. So if the enemy mercy revives a player, you can get two kills off of their one death.
I was wondering what people's thoughts are on the UK leaving the EU. Personally, I was very surprised to see the vote turn out this way. I am also worried for what Scotland will do in the next few years. Will there be another Scottish Independence referendum? How will the EU referendum affect European and international relationships?
Quote from VorontsovOn 3/23/2016 at 3:18 PM, Vorontsov said: White highlight very strong, looks a bit cartoony aswell. Not bad for your first texture from scratch! I assume the black "seams" shouldn't have the colour bleeding into them noisy aswell. Tone down highlight or remove completely (since light info inside your diffuse textures is usually not that good) and you got a solid first pass, then you keep adding more shit to it pass after pass until yer happy. These are ground tiles, so a lot of more wear, scratches & holes.
Thanks for the feedback, I've touch the texture up and made two more based off it.
Quote from RedHawk18 minutes ago, RedHawk said: Yes, the radar issue I found out today. I used to have only one level radar and just today I updated it to a multi-level radar. For me it works just fine but when I invited a friend to see the map he could only see one level. It´s probably the problem you pointed out too. Is there anyway to get it to pick up the two .dds files? As for the Tspawns they are all in the right position and I myself have also noticed that sometimes you spawn under the map. And is 3 doors too much for you?
Also I used to have a working .nav file but idk why when I updated the map today all the callouts were gone.
As far as I know there is no trick to get the workshop publisher to pack two dds files. We most likely have to wait for valve to patch it in. In the mean time you can pack the radar into the bsp using PackRat or Vide.
With the doors you actual have four doors. Two of these doors lead into same small room. For most maps doors open at a speed of 200 (this is off the top of my head) while yours open something around 100. While doors can make a space feel more realistic, they are usually not very good for gameplay.
As for the callouts on the nav file it is possible that you generated a new nav file when updating the map. Check the previous nav files and see if any of them still have your callouts.
Quote from RedHawk1 hour ago, RedHawk said: Just a quick notification,
You know I submitted my map last weekend if it could get playtested and you have been very kind updating my info but I requested it be playtested tomorrow and I saw it could take 24 hours to decide wether a map will be playtested or nor and it already been like 4 days
I've just went around your map and noticed that your radar does not work for all the Z coordinates. It looks like the lower layer of your radar was not included in the bsp. This maybe a problem with the workshop publisher, as it may only fetch one dds file. Another simple fix is making sure that all Tspawns are in the right location (not on the bottom of the skybox). I would also recommend removing many of the doors which you have in your map.
Pro tips: use the nodraw texture, have spawns face the bombsite, doors should open both ways, vertical gameplay doesn't work very well for cs. Also make sure there are enough spawns.
I recommend simplifying the layout and removing unnecessary paths. I would also try to keep the gameplay ideas simple.
I highly recommend simplifying the map, smoothing out the ground, and replacing the wall texture.
Thanks for the playtest guys! If you have any feedback I would love to hear it!
Quote from Greg Ddoes anyone know how to post a new thread? I don't see the option to do so, I can only reply to posts. (I couldn't find any info on this) Thank you.
You can post a new thread now, Sprony clean this up plz.
For next months warm up map I'm looking at adding in a kz section at the end of the maze. If anyone is good at kz and would be willing to help me out it would be great! Message me as soon as possible!
Quote from Michael GreenwoodDo you have any new images? I really like the look of this!
I hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures).
I'm not very good at updating this thread but its time to playtest this beauty again! A lot has happened over the past year and I've tried many themes. While I could have published the map 3 or 4 times, I've redone the map because if a project is worth finishing, it is worth finishing right. I've also learned a lot from KernalPanic and Squad last year and hopefully, I'll learn more from RZL in the future. I hope to see you guys at the playtest this Thursday. Also I'll try to keep this thread updated a bit more.
Here is the download for playtest version this week.
https://www.dropbox.com/s/uun7ikuh66h6…hes_v3.bsp?dl=0