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Posts by Bastion

  • Counter-Strike: Global Offensive

    • Bastion
    • May 13, 2017 at 12:10 PM

    External Content www.youtube.com
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  • What's going on with your life?

    • Bastion
    • May 11, 2017 at 11:47 AM

    Heading off to my job interview in a minute, Spent the majority of my week preparing for it so let's see if my preparations will pay off!

  • Who's the next French president?

    • Bastion
    • May 7, 2017 at 7:09 PM

    Seems that Macron has won the election, with 65.5% of the vote.

    Turnout was pretty poor this time though.

  • Subnautica

    • Bastion
    • May 4, 2017 at 3:48 PM
    Quote from dux

    1 hour ago, dux said: You gotta admit that is a pretty cool bug though.

    Was quite the spectacle, and then I remembered the playtime on that file :(

  • Subnautica

    • Bastion
    • May 3, 2017 at 5:00 PM

    Would like to mention a quick bug in the new version, so you don't end up like me.

    Been playing on hardcore mode, I like a challenge where I actually have to be careful in game, although I've encountered a pretty lethal bug now with the update, not sure if it occurred before the update but it appeared today. I was in my Cyclops submarine and about to get out through the hatch at the bottom of the ladder, I climbed down the ladder and then immediately clipped into the floor of the cyclops which in turn caused the cyclops to start throwing itself around with me trapped to it, being thrown around like that was enough to greatly injure my character and clip him outside of the sub.

    And since the game thought I was still in the cyclops, I didn't trigger swimming and promptly fell to the ocean floor where I was finished off by the fall damage.

    Given it was a hardcore mode save file with only one life before you have to give up that run, I've been completely screwed.

  • CoD WW2

    • Bastion
    • April 26, 2017 at 9:04 PM
    Quote from D3ads

    22 minutes ago, D3ads said: I was wondering what came after space warfare.. reboot!!!

    Only way they could've stepped up the plot now is if two different dimensions were at war with eachother.

  • What music have you listened to recently?

    • Bastion
    • April 26, 2017 at 2:14 PM

    External Content www.youtube.com
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    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.com
    Content 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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    Content 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.

  • Who's the next French president?

    • Bastion
    • April 24, 2017 at 12:37 AM
    Quote from [HP]

    3 minutes ago, [HP] said: So, what's going on exactly? I know Le Pen is basically the french version of trump, but who's that Macron character?

    Spoiler

    He is not an MP and has never stood for election before but his political rise has been meteoric.

    A brilliant student who went on to become an investment banker, Emmanuel Macron worked as economic adviser to President Hollande before taking up the post of economy minister in 2014.

    He forged a reputation with his "Macron Law", a controversial reform bill that allowed shops to open more often on Sundays and deregulated some sectors of industry. He championed digital start-ups and prompted a long-distance bus market.

    While a breath of fresh air for France's business community, his policies aroused opposition among the left of the governing Socialists.

    But when he set up En Marche as "neither left nor right" in April 2016, his position in the Socialist government became increasingly untenable and he resigned before launching a presidential bid. He has attracted the support of veteran moderate François Bayrou as well as Socialist ex-Prime Minister Manuel Valls.

    Mr Macron is married to his former French teacher Brigitte Trogneux, 20 years his senior, and has seven step-grandchildren.

    What he wants:[/b]

    €50bn (£43bn; $53bn) public investment plan to cover job-training, exit from coal and shift to renewable energy, infrastructure and modernisation Reimbursement of full cost of glasses, dentures and hearing aids Big cut in corporation tax and more leeway for companies to renegotiate 35-hour week Cut in jobless rate to 7% (now 9.7%) Ban on mobile phone use in schools for under-15s and a €500 culture pass for 18 year olds [/list]

    Ripped right out of a bbc news article.

  • Who's the next French president?

    • Bastion
    • April 23, 2017 at 10:19 PM
    Quote from laminutederire

    10 minutes ago, laminutederire said: Relatively proud of the results where I come from. Not so much for the overall results though!

    How did the results go?

    Only saw the projections, is it confirmed to be a run-off?

  • [TF2] PL_Ascend (WiP)

    • Bastion
    • April 22, 2017 at 9:16 PM

    Got a fair bit of the greyboxing done, although the map in it's current form is hardly presentable.

    So let's present it anyway.

    Spoiler

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/809928961043910462/BD5716C4A6C4102A8C99C85F7CBE3FE404016C70/]

    Attacker spawn and cart starting point. Three exits of varied heights

    Currently comes across as way to open, either due to a mistake in scale or general lack of cover.


    Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/809928961043910138/893B43AE9E72DFA8CEE1FC21FC14BEA0165866E0/]

    First corner turning, suffers again similar problems to the previous of feeling too open, still working on it.

    Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/809928961043909797/888BE96453A8AFB9D454C1A6A406063D01359C5D/]

    Bridge section, feeling alright although I imagine this area being a bit annoying to play with in it's current form

    Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/809928961043910721/34B2DC97AD5BAC5D378BA79BAC971A14F23ED042/]

    Cart lift area, unfinished but getting there

    The current feeling of the greybox is uncomfortable, most areas feeling too open and unused, large section at the start which is just a straight open path, beautiful for snipers to dominate.

    Don't like it's current state, but that's no reason to give it up yet. I'll get this developed until I feel like it is fun.

  • What's going on with your life?

    • Bastion
    • April 21, 2017 at 9:24 PM
    Quote from dux

    5 minutes ago, dux said: Peasant.

    I've been working with screens that were not even HD until today, so I'll take every pixel I can get

  • What's going on with your life?

    • Bastion
    • April 21, 2017 at 6:14 PM

    It seems that the delays of the old monitor has been balanced out by my new monitor arriving early!

    I'm finally back to 1080p displays!

  • Site Changes and Feedback

    • Bastion
    • April 20, 2017 at 9:13 PM

    Dealing with a issue on Google Chrome, some of you may have experienced this as well - Scrolling stops working at random points, typically when loading subforums, so it pretty much happens all of the time.

    I can still click and drag the scroll bar on the browser, but trying to do so by using the scroll wheel instead doesn't work.

    Is fixed by closing down the tabs with mapcore on them and then loading back onto the site.


    It's a minor problem but annoying none the less.

  • What's going on with your life?

    • Bastion
    • April 20, 2017 at 8:12 AM
    Quote from blackdog

    4 hours ago, blackdog said: I'd be happy to donate you my old Samsung display that is collecting dust back in Italy @Bastion, but guess wouldn't be cheap mailing it.

    Where do you live? Check Shpock/eBay for something cheap, a proper monitor is better than a tv

    Ordered myself a new monitor last night fortunately, will be able to use something that is actually 1080p again!

  • What's going on with your life?

    • Bastion
    • April 19, 2017 at 10:06 PM
    Quote from Sprony

    Just now, Sprony said: Well I do know that if you ever visit me, you are staying the fuck away from my tv's and monitors ;)

    Let's hope that me knocking on your door doesn't cause it to fly off it's hinges first.

  • What's going on with your life?

    • Bastion
    • April 19, 2017 at 10:01 PM
    Quote from Sprony

    Just now, Sprony said: Maybe buy some extra insurance with it as well since these things seem to drop like flies with you ;)

    I have a feeling that the day I get a gamedev job, the moment I sit down at my new desk the entire setup will just explode.

  • What's going on with your life?

    • Bastion
    • April 19, 2017 at 6:31 PM

    Think I may be cursed to forever have to put up with monitors dying on me as now my backup work monitor's display has broken, to be fair it was a very old one but still.

    Pulling another old TV out of another room and hoping to god this one lasts out long enough for me to buy the replacement. And unlike this time get a replacement I won't have to return!

  • Mapcore Introductions Thread

    • Bastion
    • April 18, 2017 at 12:05 PM

    Only took me a year of nagging to get you on this bloody site.

  • [TF2] PL_Ascend (WiP)

    • Bastion
    • April 15, 2017 at 11:30 PM

    New adjustments, Currently decided to keep the most recent layout and just make some edits to the existing blueprint.

    Spoiler [Blocked Image: http://i.imgur.com/tpEeEuj.png]

    The starting area was slightly pushed back to let me make some wanted adjustments, the stair room next to the spawn not has two doors and is slightly larger to move about in. also included a wall that stretches out against the wall to make some more cover.

    Spawn room for attackers was slightly edited, showing stairs leading up to the third exit, and the main exit was modified to be larger and lead right onto the payload at the start of a match

    The first turning has been adjusted to, there's now some more cover there and a set of stairs leading to an elevated platform to shoot from.


    I had intended on including a connector for defenders between the cart lift directly to the corner combat area, however I wasn't happy with the implementation and removed it. They can either walk or teleport. Still want to experiment with a connector there though, potentially a one way route, will save that for the greybox version soon.


    Moving onto the last half of the map, the platform outside of the defender spawn was tidied slightly to remove a poorly implemented corner.

    A new vantage point was added for attackers looking into the final cart destination, with the intention of it being used by engineers and snipers to help prevent defenders from getting overly aggressive and pushing out.

    Next to that one of the small ammo rooms was made larger and a second exit got added as a more protected diversion from the cart path, the ammo pack there was also moved to better suit it.

    Pretty small changes but they should help, will start working on a greybox version of the layout soon, then hope to god I can script this properly.

  • [TF2] PL_Ascend (WiP)

    • Bastion
    • April 14, 2017 at 11:28 PM

    Decided to take a break from updating one of my already released maps and start on something new, and this time build a map properly.

    I've fancied making a Payload map for TF2 for quite a while, even made some attempts that got far ahead before simply losing interest in the layouts (alongside being frustrated with how you have to manually do all the gamemode scripting in hammer to make them work). I'll use this as an opportunity to add one of these maps to my portfolio.


    I started out with drawing up whatever came to mind for a paper layout (although I'm using gimp since: no paper). Biggest thing for me in this first layout is to simply not care about how presentable it was, it goal of the first version was to get the idea down to secure it, it's easier to work off a sloppy first draft than it is to have half of a layout because the idea slipped out of my mind.

    As you can expect though the first layout was both ugly and would play poorly in that implementation, but that's okay as that's what revisions and editing is for!

    Here's that first version, cover your eyes:

    Spoiler [Blocked Image: https://pbs.twimg.com/media/C9VF2bQXUAEO5Y-.jpg]

    Look, I did warn you!

    Despite the fact the layout is a complete mess and far from being acceptable for greyboxing, there are a few things that I can work with, the cart path loops around the defender's single spawn room, meaning the start of the game only needs an extra path open to serve as an easy forward spawn (which can be then shut off later as checkpoints are capped)

    But aside from that there's little to work with


    All jokes aside, the fact I got something to work with out of that is good enough to keep going, and so an hour later I made a new version to change about things I didn't like, and also to make it easier on the eyes.

    Spoiler [Blocked Image: https://pbs.twimg.com/media/C9VGH0sXcAEWhsR.jpg]

    Finally, I have something people can read

    This version added the key feature I wanted in my map, a hightower style cart lift that players need to be on to get the cart moving on it's route, Once a player falls off it the lift falls back down until someone gets it to the top, where a checkpoint is capped and the lift secures itself in place.

    However that being so early into the map's conception meant that it is not very well defined and looks more like an afterthought in the map.

    There are other issues with the layout too, the bridge at the first combat area leads to the void, there are no forward spawns for defenders or attackers and there's no supplies on the map like health and ammo. that is mixed with areas of the map that come across as too open and poorly implemented, there could be dedicated flanking routes here but they're just not included. which is a shame.

    So the next layout goes on to look at these issues.


    Spoiler [Blocked Image: https://pbs.twimg.com/media/C9ZygZqXgAIPXRE.jpg]

    Me gusta

    So far this is the most recent version of the layout. It has a lot of changes in it too.

    The defender spawn has it's forward spawn and how I block off access is a bit different to the rest, players spawn in a large circle room, at the start they will spawn on the ground floor and leave through the left path, but once a certain checkpoint is grabbed, the floor in the defender spawn rises up and spawns players on the second floor, where they roll out in-front of the cart's final checkpoint.

    The cart lift has seen changes to becoming easier to read from top down and is more of a focus point in the layout, it works the same as before with players pushing the cart onto the lift platform and needing to stay on the platform to ensure it reaches the top and locks in place, if they jump off or die then the platform comes falling back down, taking a lot of inspiration from the hightower lifts

    I fixed the bridge leading to the void by placing actual content there, should help to keep pressure on sentry guns by giving them another angle to be shot from.

    The bridge has been changed to bend in two directions over a death drop, there is a similar addition like this found in Upward and it is a fun spot of the map to play on as a airblast pyro or a force a nature scout. It also helps to split up the sight-lines for the next section of the map.

    That leads well into the flanking route across the cliff edge, giving up the safety of not falling off a cliff to take a flanking route.

    Map supplies are placed sparingly and placed where they will be in higher demand, ammo packs are mostly placed in defender held spots to allow the defender set classes to resupply their ammo as the heavy, engineer and demoman will be consuming their metal and ammo supplies frequently, and may not be in a position to collect ammo from the ground during attacking pushes, health pickups are more common in attacker used spots as the common attacker clases will be absorbing damage frequently alongside typically having lower heath (scout low health cap, soldier rocketjumping, ect) - Attackers have lower demand for supply pickups as the payload cart automatically heals and supplies metal/ammo when it is pushed, so limiting their pickups will help to encourage attackers to push the cart if they need supplies. Defenders as well slowly lose the need for pickups as engineer dispensers help to supply their team on the field, and towards the end of a match they will have their resupply lockers in spawn, which will be easier to access.


    -


    That was a lot to type and now my hand hurts, I'll be revising the layout in 2d a couple more times before I look at doing the greybox, I want to work more on flank routes and adding cover and more vertical elements in the main combat areas.

    More soon!

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