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Posts by Interfearance

  • Opal

    • Interfearance
    • April 8, 2019 at 2:31 AM

    Lattice looks great and it seems like you got the "big stairs" right, as well as the warping of the ground. Maybe you should incorporate more brick colored shutters into the theme as Skopelos seems to have a fair share of those as well as the preexisting blue ones.

  • De_cache WIP (new version)

    • Interfearance
    • April 7, 2019 at 11:32 PM

    "L"

  • de_princess (WIP)

    • Interfearance
    • April 7, 2019 at 11:27 PM

    @millo I thought I was the only one who thought this about Cache. Every single chokepoint is literally an L shape with no variation except squeaky

  • de_de_dust2 (CS:GO)

    • Interfearance
    • April 2, 2019 at 9:22 PM

    I think this map lacks flow and has a middle area that seems like an afterthought. Personally I think you should reconsider various elements of this map, because in its current state, it is unplayable.

  • de_princess (WIP)

    • Interfearance
    • April 1, 2019 at 8:23 PM

    Looks like there are allot of flat right angle turns. Try adding some more interesting geometry, including height variations.

  • [UE4][WIP] "DM-LastBattle" DM/TDM map for Unreal Tournament

    • Interfearance
    • March 24, 2019 at 2:13 AM

    Are you going to make those floating chunks move? Maybe you can make a circulating belt of them or something. Great work!

  • Counter-Strike: Global Offensive

    • Interfearance
    • March 24, 2019 at 1:29 AM

    Check out Nadeking's vids. He uploaded the origins of surfing and mirage videos days before Philip as well as including lots of the interviews he gave the creators. I actually thought 3kliks ripped off Nadeking really hard, but it turns out he had the content prepared "years ago". Just because you prepared it and someone beat you to the punch doesn't mean you still release it ?. Also his update readings are getting old. I want more of his experiment videos, those are the best.

  • WIP in WIP, post your level screenshots!

    • Interfearance
    • March 24, 2019 at 12:13 AM

    This thread is getting a lot of proper use ?

  • Deep Rock Galactic

    • Interfearance
    • March 23, 2019 at 12:46 AM

    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.
    Official Website: https://www.deeprockgalactic.com/

    Steam page: https://store.steampowered.com/app/548430/Deep_Rock_Galactic/ (25 USD)

    I love this game for:

    -Consistent updates

    -Coop and solo are both fun

    -Variety of classes (and now of weapons)

    -Variety of game modes and biomes

    -Large variety of enemies

    -Reallllyy fun lobby

    -Consistent major updates (No, not what 3kliks calls major in csgo. I actually mean new content)

    -Great atmosphere

    -Time flies when playing this one.

    -Team play isn't necessary, but will really make things easier.

    - Haven't met anyone toxic yet

    - Reasonable price

    -Coffee stain publishing has an extremely satisfying intro screen. Its the only one I don't skip in all my games.

    Give it a try

  • Stadia, Google game-streaming platform

    • Interfearance
    • March 23, 2019 at 12:34 AM

    Essentially it will become a industry of conglomerates. Another profession destroyed by capitalism with no improvement in terms of game quality. Also, no one likes monopolies.

  • de_zoo

    • Interfearance
    • March 21, 2019 at 2:36 PM

    The layout is super confusing because everything looks the same in the aquarium and there are a few areas that look clipped off and aren't. Also there aren't many clues pointing the players to confrontation points.

  • [CS:GO][Wingman] Terraza

    • Interfearance
    • March 9, 2019 at 10:07 PM

    Looks good! However, the stairs on the first screenshot need diagonal trim on the lattice. It looks unnatural atm

  • DE_TENEMENT

    • Interfearance
    • March 3, 2019 at 2:49 AM

    Can't wait till this guy releases dust 2 for csgo

  • Anthem and the peculiarities of modern monetization.

    • Interfearance
    • February 27, 2019 at 4:51 AM

    @[HP] EA, Ubisoft, Nintendo, and so many more... Name a 2017 franchise still alive

  • What's going on with your life?

    • Interfearance
    • February 25, 2019 at 5:38 AM

  • Counter-Strike: Global Offensive

    • Interfearance
    • February 25, 2019 at 4:33 AM

    @blackdog I once watched an interview with a CEO who was discussing advertising, and stated that he knew 50% of his advertisment budget was being wasted but he had no way of being able to tell what regions he was reaching and what regions his ads were lost on. Advertisers seldom care about not being able to reach an audience due to the circumstances of their ad, but rather the effect it has on the lifestyle they are selling. Many successful ad campaigns today rely on creating a lifestyle rather than selling a product. Some companies today spend exorbitant amounts of money on marketing and little to none on research and production, yet make it big (e.g. beats). To take an extreme case look at pharmaceutical ads (enough said). Advertisers are worried that a game with terrorists will end up leaving a blotch on the lifestyle they are trying to sell. Furthermore, the media will put big brands under scrutiny, and potentially give them unwanted trouble for running ads in a game where you are a terrorist. For companies actually wanting to sell a product, how good of a market are gamers, or people who are already well versed in modern peripherals and components and see right through bullshit? This video (although informative enough) was made by a "brand" that hires people to read scripts. That guy probably never touched a mouse and keyboard in his life. Everybody watching the video knows what csgo is, and has most likely played it. Similarly, sponsors only see things on a surface, risk and expenses vs profit level, while not knowing much about the competitive scene. TLDR: Its all a money game at higher levels, and there is no way to make the game more appealing to the sponsors other than changing the themes entirely. Valve needs to put some of their skin money to work and stop overcrowding the year with pro matches.

  • Wall Worm A-Z (Basics)

    • Interfearance
    • February 24, 2019 at 11:56 PM

    @shawnolson Looks great, this is the first thing I dreamed of when I came to the antiquated hammer tools from modern modeling software. Little did I know it was a thing! However, as a Maya lover, I was wondering if there was any way to install wallworm on Maya with basic brush import/model export functionality. If not, I suppose I could just pick up 3ds.

  • [CS:GO] de_aldebaran [WIP]

    • Interfearance
    • February 23, 2019 at 5:16 PM

    You seem really good at displacement usage. I am working on my map, and the mountain it is based in and around has several 90 degree turns, but I can't sew the displacements around corners to give it that soft look. How do you do it?

  • [CS:GO] de_border (W.I.P.)

    • Interfearance
    • February 23, 2019 at 4:39 AM

    @fewsebmy bad I thought you were only talking cs games.

  • [CS:GO Wingman] Luxury, Terracotta & Delta

    • Interfearance
    • February 23, 2019 at 1:30 AM

    So I was flying around Delta and I noticed a few potential issues. The first is that the "long" choke point may be T sided as T's have the stairs angle, the vent angle, and the main route to shoot from. I feel like this might be too many for one CT to cover, especially with coordinated peeks by the T's. The angular block to the left of the vent leading to site seems overpowered because you can see over to the opposite site entrance, have a really hard to fight angle on the entrance its near, and also cover vent. (Also you can boost to see through the nade slot if both players went vent; not really too viable because of where players will be once either side can access it). I do like the T vent boost although like I said not sure whether it needs to connect to long. The brush work is fantastic, and I like the rocky features you added because they give it an industrial but expensive and well kept feel. Also the map was unexpectedly breathable for an indoor map. Probably the most of any indoor map I ever played when I think of it.

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