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Showing content with the highest reputation on 08/11/2021 in all areas
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Source? From everything I could gather, vaccinated people with breakthrough cases are likely just as infectious as unvaccinated people. However symptomatic cases and likely also asymptomatic cases are much less likely among vaccinated. There don't seem to be clear studies comparing the risks of infection from vaccinated vs unvaccinated people, however the data we do have suggests that the vaccinated to pose a lower risk to those around them. Because breakthrough cases still do occur in the vaccinated and because we cannot rule out infectious but asymptomatic cases entirely it is still recommended for vaccinated people to wear masks and practice good hygiene and social distancing. So from what I can tell no clear numbers saying that the vaccinated are fully safe but there is a clear trend towards reduced risk through vaccination. Certainly nothing that says that vaccinated people are somehow a greater risk to others. Speaking from a purely personal perspective, to me it looks like the people getting their vaccines are also the same people that already were quite conscious of the risk to them and to others. They are the type of people that always kept distance, wore their masks properly and still do with some mask mandates lifted. However there seems to be significant overlap between the people that engage in dangerous behavior during the pandemic and those that are still doubtful of the vaccines and refuse getting it for non medical reasons. I'm going to go out on a limb here and call bs on your claim. I think the people that refuse protection and show poor decision making regarding the pandemic are likely the larger risk.5 points
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Corona Virus
cyberjunkie and 3 others reacted to kleinluka for a topic
I'm closing this thread as it has outlived its initial usefulness and has been reduced to mostly personal attacks and misinformation, neither of which have a place on Mapcore. If any mods disagree with my decision feel free to open up a discussion in the Staff section of the forum.4 points -
S.T.A.L.K.E.R. 2 Is Officially Powered by Unreal Engine 5 https://80.lv/articles/s-t-a-l-k-e-r-2-is-officially-powered-by-unreal-engine-5/2 points
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Youtube videos generally make poor sources and my french is a little rusty. But from what I can gather this video talks skeptically about about the efficacy of the covid vaccines for all groups while absolutely recommending them for those at risk. That's a valid point to talk about but given that most major institutions and countries recommend the vaccine for most age groups I'd rather go with that recommendation over the one from this particular institution. Can you please point me to the part where he is talking about vaccinated people being a larger risk towards others compared to the unvaccinated? It's in english but I think well educated people like you can read ? https://www.cdc.gov/coronavirus/2019-ncov/science/science-briefs/fully-vaccinated-people.html https://www.nature.com/articles/d41586-021-02054-z What I said was exactly on topic. Vaccinated people are not risk free for others, but from the data we have they are for sure a lower risk for themselves and very likely a lower risk for others. I also never said "unvacc people are danger to society and must be shut down at all cost". I was merely calling bs on your claim that vaccinated people somehow pose are larger risk of infection to others. Stop attacking a straw man. Your posts deserve snide.1 point
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Insulting me already for saying get vaccinated? Thanks buddy. Say's a lot.1 point
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It would be fun if it wasn't that wrong, actually vaccinated people spread as much as others, or even more as they think they're vacc so it's ok anyway...1 point
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It's a really good podcast but he's saying project as PROject and he just keeps saying it and I'm getting triggered also lol at when they say "wow it's amazing, it only took two months to establish Alyx as a project" and it's like, I guess we're not counting the twenty years it took to think up a new Half-Life game? aight cool1 point
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The only thing that doesn't deserve respect here are your posts. They are nothing but attacks, bullying and humiliation of people that have different opinions than you. You don't even back your opinions with useful information that might persuade others to understand your point... you just try to make others look like fools and retards ?1 point
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WIP in WIP, post your level screenshots!
Jim F Kennedy reacted to ThunderKeil for a topic
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As one of the artists, one of my major tasks was creating a majority of the concrete materials used across the level. I made a total of 16 unique non-PBR materials authored in Substance Designer. I'd like to show a few of the finished materials in renders, and will post some model renders in the future.1 point
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Introducing my latest map set in Cusco, Peru. While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea. I had a few ideas: A curved mid A connector that converges with a main entrance to a bombsite site A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts. A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter. So I began with some simple pathway flows for the map. I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on. After dozens of iterations, my notebook doodle eventually turned into this: The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas. Mood Board It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving. I particularly loved the variety of doors around Cusco. The greybox will be ready for playtesting very soon (with screenshots to come). Let me know your thoughts so far!1 point
