Posts by spa
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Update with reworked B, facades and polish. I feel pretty good about the map as an alpha map but it still requires a lot of art polish and play testing. Many textures and props can change, and the background vistas needs a lot of work at some point (the water is a bit wonky, if anyone know how to make it proper id like to know
). I probably have went a bit too far with the map considering the lack of play testing, but i wanted to nail down some things before committing to the next step. And its great fun to work on! 
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This game is definitely a must play. Art direction, sound design and puzzle design is top notch and this game really understands how to tell a compelling story without words or traditional methods. Its really one of the tightest experiences Ive had with a game.
Makes me proud that I know people that worked on this and Mazy does indeed rule

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Quote from dux
2 hours ago, dux said: So the hype was for nothing and it's another survival/crafting game that uses randomization as a crutch and loses all depth and personality because of it. Wide as an Ocean and as deep as a pool.
(buy Subnautica)
Jim Sterling: Even with my expectations guarded, however, I did not expect just another survival/crafting game that used randomization as a crutch to the point of losing all potential personality. 5/10
Seems like Jim Sterling would agree

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Technically they have only stated that its not a MOBA, which could be a way to spin the issue a bit. Both terms (moba and hero shooter) are highly subjective and could really mean anything. If visor have a unique ability like temporary wallhack (like in overwatch) that sounds like a hero shooter to me.
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Quote from grapen
1 hour ago, grapen said: They must've taken everything into consideration considering Visor has a wallhack abilitity. I mean sure, might be negligible in a team match, but 1on1 in high level play? Sounds too stupid to be true, so it has to be balanced. Logic, right?

I guess they theoretical could have a vanilla character for 1v1 comp, without any special abilities, but then its hard to really commit to the idea of being a hero shooter.. I'll approach this title with caution

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The fact that this is PC exclusive (or atleast 'first') is, for me, the most exciting thing about it. Im not crazy about the flavor of some of the environments so far (aztec/maya) and the weapons look a bit too busy/over designed, but i really dig the sounds.
Im curious to what degree this is a hero shooter and how much emphasis will be on team play vs deathmatch. Trying to do too much at the same time can really bring a game like this down. Just look at how tight Overwatch is on that front.
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Yup this game (campaign) is amazing. Im extremely surprised that id managed to turn this one around. Its like an anti-cover shooter

Even the glory kills works great and incentivizes your to get in and up close (i also feel like they are executed a bit faster than the E3 demo?). Ive had some really cool moments of being near-dead and then able to make a come back by tearing a couple of demon faces in half

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Thats by far the most ambitious trailer from Games Workshop Ive seen so far. Really dig the artistic direction and the score. However the render quality didnt seem like the leap i was hoping for. Great trailer nonetheless!
Curious about the direction of the game. If they will go more Total War or more Moba. Does anyone know?
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Love how he doesn't mention Aliens Colonial Marines
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Looks good but if the player can traverse the high ground (as indicated on the last pic) the chairs may make navigation a bit annoying.
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What a cool concept for a level. It reminds me of Kane and Lynch 2 without the asian setting (or crazy lens flares).
I like the idea of a rainy nighttime level a whole lot Its too bad the rain solution in source is so limited. I think you could sell the rainy feel alot better with low reflection on the ground and high reflection on puddles. And add distance fog! I know its always a tricky balance between play ability and art when it comes to competitive levels but its so tempting to take it slightly further with this one =)
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This looks very nice! A fresh take on a theme and nice clean execution. I wish i had better comments than maybe reduce the brick size since it gives the facade a slightly toony/miniature feel as is now. Keep it up!
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Update v0.44
Reworked the B site a bit, added general polish. and finally updated the radar!
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Another update since i was unhappy with a few areas in the level and needed to try out a few things:
Ive worked on the facades in mid and Ive added an upper floor (cantina) that cant be reached by the players but ties different parts of the level together. Here it can be seen through the large open windows in mid.
And here it can be seen above the connector area between mid and B.
It also ties into the B con entrance area from T side (upper left corner with the chairs). This area changed alot since i didnt like the grungy basement i was going with initially. It didnt look like youd expect from the posh exterior. So i added a big vista room instead tying together with the Bcon path. This also fixed another problem i had: the street entrance was on the inner corner of the T path so you could easily miss it when running B. By adding this more elaborate fire escape staircase it creates a more interesting path for the player to traverse and presents itself in advance. It also dealys T a bit to the connecter area and makes the main entrance to B relatively stronger.
I did a bunch of iterations on A. especially the roof section. I kept having pillars going down through the center of the room and it just felt too oppressive so ive settled on this more open design. I plan to make the colored plates behind the lobby counter shootable in later updates

Please let me know if you have any comments on game play or cool ideas.
I am not looking for gfx-nitpicks at this stage though (Some areas are still quite rough).
I should probably get this tested at some point..
Oh and if someone is kind enough to try it out let me know if there's any props missing (or reflections?) since this version is half the size of my last build, so maybe VIDE is playing tricks on me

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Looks really nice
/emoticons/[email protected] 2x" title=":)" width="15">From the overview I wonder if T is missing some sort of way of rotating to A from mid. Mid seems very tied together with B from the T side.
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Here's a couple of screens from the map im currently working on de_corp
(featuring assets and textures from CS_Agency and Realworld textures)
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