Posts by Mark C.
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External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Love this tune, great album.
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This theme scares me... :v
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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...
QuoteDisplay MoreI 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]
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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.
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In love with Seven Davis Jr's album, Universes atm.
On the topic of great albums on Ninja Tune...External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Really talented artist. Don't know what to say about the music video...
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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
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QuoteDisplay More
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.






