I've got a few keys from some Humble Bundles
- Risen
-
Risen 2: Dark Waters Gold Edition - DmC: Devil May Cry
- The Darkness II
just send me a PM if you are intrested
I've got a few keys from some Humble Bundles
just send me a PM if you are intrested
I've had my fair share of play throughs of Ocarina of time, But these three games have had me comeback for a lot of years.
[Blocked Image: http://i.imgur.com/2FjMBM1.jpg]
Played through the entire game today and enjoyed it 95% of the time! Great game. ![]()
Here is a little video from my play through:
made a little video of a 1v1 betwean @'RZL and @rosk, that took place during a mapcore playtest! ![]()
I've got a spare copy of DMC: Devil May Cry (the reboot) for steam, if anyone is intrested just send me a pm. ![]()
Played an early demo version fall 2015, controls feels smooth and faster than the original really looking forward to this game.
The little section that I tried out worked very good, and with the addition of player created time trials, I think I might be stuck with this game for a while.
While I agree with the others that the lighting is too yellow and not realistic, I think its better to change your lighting into something original.
For example looking at reference pictures and trying to recreate that lighting -instead of using Valves standard lighting, that is used on allready existing maps.
The map looks intresting, like the theme. Looking forward to see your progress! ![]()
This might be usefull information for you to read. @MagnarJ
I ran around the map and I liked the feel of it, with the train track running along the map. But theres just so many paths. I don't think it will work well in a 5v5 situation. I really recommend simplifying the layout and decrease the amount of paths.
I made a quick picture to show what I mean with simplifying and removing paths.
Quote[Blocked Image: http://i.imgur.com/iELcMzI.png]
I hope this feedback will help, Keep it up! ![]()
After the update my shadows on the map is extreamly sharp, compared to pre-update compiles without changing any compile settings. They probably made some changes to make maps look better and on some systems this update resulted in broken lighting.
But hey, it wouldn't be a true CSGO update without bugs and glitches!
You can try to convert deatiled brushwork into models using the software called propper.
That should cut down on the brush count.
FEEDBACK AND CHANGES AFTER 10v10 MAPCORE PLAYTEST 14/01/2016
TL;DR: new version after the playtest, biggest changes are the reworked paths to the sites for both teams.____________________________________________________________________________________It was extremely exciting to have the first playtest ever on my map after working on it for a few months. And I was really glad over the amount of positive feedback that I got and it motivated me to work even more on the project. After the playtest some people stayed for a while discussing the map and the layout, and I’m really grateful to have someone to discuss the players feedback and how the playtest went. The things that I picked up during the playtest were:
QuoteDisplay More-the amount of twisted pathways was confusing, frustrating and unnecessary.
-Many players found B apartments awkward and not very interesting.
-Ts felt as B was more favoured due to the fact that the B paths was right in front of the players and to go towards A they had to walk around the entire map.
-Some players found upper mid A connector to be a bit cramped and awkward.
After the tweaking I decided it was time for version a8.
Change log: a8 (with pictures)
QuoteDisplay More
-CTs spawn side has been reworked.
[Blocked Image: http://i.imgur.com/ZwpHMZ0.jpg]
[Blocked Image: http://i.imgur.com/t0zt2fx.jpg]
-CT entry to B was simplified.
-T side has been partially reworked to balance the attention between B- and A site.[Blocked Image: http://i.imgur.com/QtFz7UQ.jpg]
[Blocked Image: http://i.imgur.com/Qq9qzFy.jpg]
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-Spawns has been moved to balance the attention between B- and A site as well as to improve timings. Ts and CTs now peek each other at the same time in both upper and lower mid.
-blocked off blue room that served as path to upper mid for Ts and added a path outside of the building to improve on player guidance and make it easier to understand the layout.[Blocked Image: http://i.imgur.com/lWNmAnh.jpg]
-One of the circled doors in upper A has been blocked off.[Blocked Image: http://i.imgur.com/aWHzc6A.jpg]
-Blocked off the windows in B apartments and made the exit straight out instead of angled towards the site.
-Added a small crate for CTs to peek into B apartments.[Blocked Image: http://i.imgur.com/nxbQo0L.jpg]
-Added space in A connector to make it less awkward and cramped.
[Blocked Image: http://i.imgur.com/zbiWBAj.jpg]
-Added some detailing because I was tired of layout work and just wanted to have some fun.
[Blocked Image: http://i.imgur.com/oxzMrdF.jpg]
-Reworked spiral stair to B from T side (B main), to make it smoother.
[Blocked Image: http://i.imgur.com/3RjZUuH.jpg]
Radar for version a8 and coparsion picture with old radar will be added during weekend 23-24/1/2016
I think that while A site Isn’t bad. It isn’t interesting and fun either, except for the skill jump to upper. Don’t know what to do to improve it, please leave suggestions if you have any.
I think all of your points you made after the playtest are good points.
Here is some things I found during the playtest:
QuoteDisplay More[Blocked Image: http://i.imgur.com/ZbV39sR.png]
You could jump up on a lot of walls that felt like they were inaccessible for the players.
I think you should either clip these areas, or make it more clear that players can be up there.
_________________________________________________________________
[Blocked Image: http://i.imgur.com/QyaaezC.png]
I really liked this area and I always knew where I was when I saw this area. The
only time that I wasn't running around trying to find my way to where I wanted to
was when I was here and at the rescue zone.
_________________________________________________________________
[Blocked Image: http://i.imgur.com/quYt28V.png]
This ladder area for entering the hostage area in the picture above, was extremely
frustrating and it felt like this was the only or main path to the hostage for CTs.
I would recommend making it a slope instead, to remove this frustration for players.
A ladder path could work, but I feel like that shouldn't be the main entrance for a team.
_________________________________________________________________
[Blocked Image: http://i.imgur.com/qIFw7oV.png]
And this area. This was one of the most frustrating areas for CTs, Ts could come
from anywhere within just a few seconds. They could be almost straight above you
and from the front, as well as from the right path. When the CTs spawned they were
facing this direction and it felt like it was that way you were supposed to move in, only
to be bombarded by Ts from every angle after 4 seconds of running.
And you could also boost into this little thing, as it shows in the picture.
I like the idea to re-imagine the cs_ gamemode to make it more competitively viable!
Keep it up! [Blocked Image: https://lh4.googleusercontent.com/bNxyus36ONO0j6YPwhv1n29WrmfaWINeABZNGxdmZiQNNOyIlOvyopE5hErTNY8D39BJ8Y16cgzVUzFj7M5cy-0YIadpffzLkzWf7Z_iymIY8_3My3Ag43Ub8c3UOJ8UuBizzLIW]
Ran around the map and found some things.
QuoteDisplay MoreWhen standing in T spawn and looking here:
[Blocked Image: http://i.imgur.com/zpcZyHY.jpg]
Then walking forward, a lot of stuff stops rendering in this area:
[Blocked Image: http://i.imgur.com/zZUQTwH.jpg]
You also have some props fading in and out when the player can see them (the foliage):
[Blocked Image: http://i.imgur.com/1rRC2A5.jpg]
[Blocked Image: http://i.imgur.com/l9K70On.jpg]
Keep up the good work!
Quote from REzI bet your SDK is full of big yellow blocks or you have to Hide everything to work around them.
You can actually change the prop render distance to avoid the big yellow blocks.
Go to Tools > Options > 3D views > Model render distance
Then use the slider to change the render distance to a larger number than the size of the map (or just more than before) and the yellow blocks will no longer be a problem ![]()
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Snaped a few pictures with my phone of the sunset in northern sweden while I was out on a walk.
Right now the only sunlight here is a constant sunrise that then goes over to being a sunset then followed by darkness. But the little time that the sun is shining during the day is truly beautiful.
I use a free converter called Format Factory. Don't think theres any harmfull things in it. Link to site
Quote from QuotingmcYour work? Not really, you stole it off the unity store!
I think he was talking about the later link to facebook, when he stated "something from my work" (note that I do not have facebook and can not view the facebook link and its content). He states this at the bottom of the page for the rock models on gamebanana:
Quote"
This models did someone else .I only recompiled them for source.
Source https://www.assetstore.unity3d.com/en/#!/content/6947"
I think it is very misleading and I don't think it's apropriate to be showing models that you have ported, when you're trying to promote your modeling skills.
@Pavel Turzo I do not think it was your intent to mislead anyone into thinking you made the rock models, only to show your ability to port models. But, I think you should rephrase and remove the links showing ported models and instead only show work by yourself, when proposing to help with modeling.
And try to be as clear as possible in messages to minimize the amount of misunderstanding.
Your outside areas have this very pretty and nice sunset colour, but some of the inside lighting on the pictures that I've seen are pretty dull imo, with only white coloured lights.
I think the interior parts would be a lot more visually interesting if you would add some colour to the lighting, some cold and warm lights (or maybe slightly green tinted in the sewer areas) to give the areas more contrast in colour.
Your outside has a very warm colour so you could have the interior in cold tinted coloures to make a nice contrast betwean inside and outside areas.
Here is a comparison with the original picture and an edited picture with some coloured lights.
Quote[Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_12/2015-12-25_00002.thumb.jpg.5dcb2853deddcf103e2a6fcb1f26dc9c.jpg][/i]
[Blocked Image: http://i.imgur.com/cV77FqV.png]
Warm left - Cold right.
I personally love the clash with both cold and warm lights in the same picture it really makes it intresting to look at.
Keep up the good work. The map is looking grate!