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  2. Mark C.

Posts by Mark C.

  • [Wingman] Turnpike

    • Mark C.
    • December 14, 2018 at 8:50 PM

    beef boy

  • What music have you listened to recently?

    • Mark C.
    • May 25, 2016 at 10:34 PM

    External Content www.youtube.com
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    External Content www.youtube.com
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    Lots of great new releases at the moment!

  • WIP in WIP, post your level screenshots!

    • Mark C.
    • October 29, 2015 at 2:23 PM
    Quote from Yanzl

    I guess Mirage 2 is still being worked on.

    Wow. Really like the idea for the theme. Out of interest, if you don't mind me asking, did you use a dedicated piece of software to create that rollercoaster model such as Nolimits?

  • de_Underground [WIP]

    • Mark C.
    • October 9, 2015 at 3:30 PM
    Quote from jackophant

    Overview looks good guys.

    Do either of you live in England? I just wonder because no one in England calls the underground/tube, the metro.

    Would be nice to see some trains as well

    I beg to differ. The underground in up here in the north east is literally called the "Metro".

  • What music have you listened to recently?

    • Mark C.
    • October 4, 2015 at 12:02 AM

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  • What music have you listened to recently?

    • Mark C.
    • September 11, 2015 at 1:13 PM

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  • What music have you listened to recently?

    • Mark C.
    • September 2, 2015 at 5:35 PM

    Love this tune, great album.

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  • [WIP] de_meat [Looking for gameplay feedback]

    • Mark C.
    • September 2, 2015 at 5:17 PM

    This theme scares me... :v

  • de_royal (previously de_street)

    • Mark C.
    • September 2, 2015 at 5:02 PM

    Spent a little while running around the map today and I thought I might as well make use of the time by giving a bit of feedback. You're probably already aware of some of the things I mention.

    I was admittedly very tired whilst making this feedback so some of it may not be valid or make sense or...

    Quote

    I feel as though this route (in my crosshair) needs to be lighter and more obvious despite the stairs leading to it

    [Blocked Image: http://i.imgur.com/PZAdIrD.jpg]

    Idk if you aim to make a model to replace them but these brush based handrails really stick out and don't fit with the standard of detail in your map

    [Blocked Image: http://i.imgur.com/g7j1PVl.jpg]

    Just a minor thing, you can self boost to this off the blue box

    [Blocked Image: http://i.imgur.com/XTmqNr2.jpg]

    Kinda weird that this is phys. It looks like you should be able to use it to jump up the ledge and it sometimes gets in the way

    [Blocked Image: http://i.imgur.com/CljLurF.jpg]

    This is too shiny or something

    [Blocked Image: http://i.imgur.com/vdhOXWn.jpg]

    I feel as though it would be restrictive, perhaps uncomfortable to have to hold the bomb site in positions defensive to this tiny window

    [Blocked Image: http://i.imgur.com/90UKwxQ.jpg]

    I feel as though this wall may not add a whole lot in terms of game play whilst allowing for headpeaks if you crouch behind it[/b]

    [Blocked Image: http://i.imgur.com/z3GYCrY.jpg]

    The sprites "emitted" by these windows are too large in my opinion. They're just kind of distracting in the way they behave and draw attention

    [Blocked Image: http://i.imgur.com/vwLhJJr.jpg]

    This frame is not textured on the back meaning, looking from the other side of the window, you cannot see it

    [Blocked Image: http://i.imgur.com/L0F1YSF.jpg]

    Display More
  • de_royal (previously de_street)

    • Mark C.
    • August 29, 2015 at 5:46 PM

    I agree with Radu. The current state of the theme gives you a lot of scope to use lighting and perhaps coloured models to guide the player and add interest.

    I love how it looks as is but I believe it could be even better with some additions and alterations.

  • What music have you listened to recently?

    • Mark C.
    • August 24, 2015 at 5:35 PM

    In love with Seven Davis Jr's album, Universes atm.

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    On the topic of great albums on Ninja Tune...

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  • What music have you listened to recently?

    • Mark C.
    • July 8, 2015 at 2:30 AM

    Really talented artist. Don't know what to say about the music video...

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  • WIP in WIP, post your level screenshots!

    • Mark C.
    • July 5, 2015 at 4:05 PM
    Quote from onebit

    Looks great!

    Any tips on ongrid surf ramps? This isn't working too well.

    Sadly on-grid surf ramps are never going to work unless they're entirely flat. I can't really think of a way to explain why other than the fact that surf ramps need to have a consistent cross section or gradient.

    If you really need to avoid off grid vertices I'd suggest exploring converting your ramps to models or making them in modelling software in the first place.

    Otherwise, this is a pretty decent tutorial on how to make the most consistently bug-free surf ramps: http://source.gamebanana.com/tuts/10863

  • [CS:GO] de_marksy

    • Mark C.
    • March 27, 2015 at 9:25 PM

    More screenshots:


    T-Spawn area



    A-Site



    B-Site



    Mid



    B-Ramp


  • [CS:GO] de_marksy

    • Mark C.
    • March 26, 2015 at 11:26 PM

    Hey,


    I've been working on this map for about a month or so now so I thought I'd make a thread to document my progress.


    If anyone has any feedback that they didn't mention in the playtest then you can post it here I guess :>

  • Testers needed for Private Beta (Transmissions : Element 120)

    • Mark C.
    • March 25, 2015 at 4:03 AM
    Quote

    Just wanted to report a bug that may or may not be repeatable which prohibited me from continuing the mod beyond the very beginning of chapter 3.


    After triggering the load in the tube which I assume lead to the beginning of chapter 3, at the end of which you had to break a barrier previously blocking your passage before you acquired the ZEP, I was spawned without any weapons. I proceeded to walk back along and reload the previous section, seemingly overwriting my save in which I had any weapons.


    A factor that may have caused this is the fact that in the previous traversal of that area without the weapon, I had went along that corridor before continuing on the intended route although I cannot remember if there was a level load there at the time. Another factor was that I *might* have ABH'd* into the load trigger, prompted by the long corridor


    *ABHing being an exploit in the post-orange box version of the engine which is used to gain a high velocity in a short amount of time.


    This bug occurred in the previous build of the mod a few days or so ago so I might be missing some info.

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