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Posts by mtchromatic

  • Half-Life Alyx

    • mtchromatic
    • November 21, 2019 at 10:26 PM

    Preview baked lighting button in that level editor picture, hmm.

    If I use this, I would NOT dedicate that much space to the texture browser. 2 grid views is good.

  • Half-Life Alyx

    • mtchromatic
    • November 21, 2019 at 6:25 PM

    And there's sucking away ammo or an HEV module or something from a combine guy. (around 1:17) Maybe I was right?

  • Half-Life Alyx

    • mtchromatic
    • November 21, 2019 at 6:21 PM

    IT'S COMING!!!!!!!!!!!!!!!!!!!!!!!!! Half-life style in source 2 looks very nice.

  • Half-Life Alyx

    • mtchromatic
    • November 20, 2019 at 10:11 PM

    "Our sources have told us not to expect one iconic weapon in HLA, however. Each of these sources mentioned that a virtual crowbar was tested at one point in the game's multi-year development but was eventually scrapped. To be clear: we don't have conclusive evidence that the crowbar won't eventually appear in the game in one way or another. (If Valve plans to upgrade the game with a physical crowbar purchase, my sources sure haven't heard of it.)" - From Ars Technica

    No crowbar, huh. And I doubt they'll give us a wrench either.

    Still excited to see what they do with this.

    Quote from blackdog

    3 hours ago, blackdog said: What if the game is HL2+Episodes from Alyx perspective? ?

    On a more serious note: can we ma w we map for it?

    And also, in the same article it says that this game is between first HL and HL2, and from Alyx's perspective.

    HL2+Episodes from Alyx's perspective would be shooting combine while a genocidal mute person stares at your ass.

  • Half-Life Alyx

    • mtchromatic
    • November 20, 2019 at 5:24 PM

    Ooh, what if there are lots of interactions with the enemies other than shooting them. Like, headcrabs jumping on your head instead of just scratching you, and pulling them off. Maybe you could steal a combine's gun out of his hands. Manually plugging in batteries to your HEV suit? They've really got a huge opportunity to make a truly immersive VR game. I'd also love to examine high-resolution models of all the weapons and combine dropships and stuff.

  • Half-Life Alyx

    • mtchromatic
    • November 19, 2019 at 11:36 PM

    That bit of coast 9(?) where you cross the bridge would be terrifying in VR. I hope this isn't some stationary "defend against combine" thing. >mfw new half-life game before update for tf2

  • Exotic Places CS:GO Mapping Contest 2019

    • mtchromatic
    • November 14, 2019 at 12:52 AM
    Quote from Interfearance

    On 11/12/2019 at 2:36 PM, Interfearance said:

    I dunno if "exotic" really did this, but apparently the purpose of the comp is to be a spotlight for maps and encourage their completion (which is fair enough). The only major advantage indefinite time has over 8 months is that you can juggle a lot of fundamental layouts around, but I found that with a solid set of broad goals, maps are easier to shape up to be what you want.

    The encouraging their completion part is the best, watching a thread like Submerged is beautiful. (I think) gamebanana is you submit it and people will generally post some reviews after, which has less of a community aspect to it.

    This then also makes me feel guilty that my thread has so many views that it doesn't really deserve.

  • Counter-Strike: Global Offensive

    • mtchromatic
    • November 6, 2019 at 10:17 PM

    I found this really cool website that can generate a script just like a 3kliksphilip video.

  • de_keg

    • mtchromatic
    • November 2, 2019 at 5:36 PM

    Kitbashing vents, basically throwing stuff at the wall ceiling to see what sticks.

  • [CS:GO] de_sonora

    • mtchromatic
    • November 2, 2019 at 3:42 PM

    About to test the framerate for my PC.


    Edit: FPS varies wildly for me, from 80-220 or so. (i7-3770) mat_wireframe 1 makes it seem like a bunch of stuff is being rendered that shouldn't. The map looks great though! : )

  • EA teases a return to steam.

    • mtchromatic
    • October 29, 2019 at 11:36 PM

    all source games should be on steam

  • de_keg

    • mtchromatic
    • October 29, 2019 at 2:48 PM

    ˢᵐᵃˡˡ little update to fix the forklift angles

    Why does this thread have so many views?

  • de_keg

    • mtchromatic
    • October 28, 2019 at 9:05 PM

    >mfw forklift

  • [CS:GO] de_sonora

    • mtchromatic
    • October 21, 2019 at 10:02 PM

    Don't they clearly have a system in place for showing users when games are review bombed? Why the fuck is this still a problem?

  • Valorant

    • mtchromatic
    • October 17, 2019 at 3:26 PM

    That movement looks very sluggish, even slower than R6. They pretty much only show one-shot headshot kills with perfect accuracy, which isn't a good sign to me. I hope it isn't so simple in gunplay that shooting at the body means "it will take 4 bullets instead of 1". They also show a character throwing a "smokescreen" kinda thing. Having stuff like that be only for one class lowers the skill ceiling, you wouldn't be able to do complex executes if not everyone has the ability to throw smokes. The smokescreen also looked like a pretty direct throw with no bounce, where you couldn't learn any specific ones like in CS:GO. Edit: oh yeah also revives are dumb

  • de_keg

    • mtchromatic
    • October 16, 2019 at 4:22 AM

    Working on some of those changes.

  • [WIP] de_frequency

    • mtchromatic
    • October 15, 2019 at 9:23 PM

    Why are the walls so thin? There's really not any negative space.

  • de_keg

    • mtchromatic
    • October 15, 2019 at 3:54 AM

    Trying to get a foothold with modeling and making props.

  • de_keg

    • mtchromatic
    • October 15, 2019 at 12:25 AM

    I'll also A N A L Y Z E the demo and think of more stuff based off that. Thank you so much to everyone who was in the playtest!

  • de_keg

    • mtchromatic
    • October 15, 2019 at 12:04 AM

    -Change window to func_breakable_surf, and change texture -Add grenade lineups for T's at A -Add a few more crates around -Change all the prop_physics to prop_physics_multiplayer -Add some textures in the places that completely lack them (office, corridor at A, T connector to mid) -Try my hand at making some keg models

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