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will2k

Mapcore Staff
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Everything posted by will2k

  1. Hey buddy, thanks for dropping by It's only HTML version hosted on-site at Gamebanana I'm afraid, but you can save the page as "web page complete" or "mhtml" and then convert it to PDF if this is easier for you to read or review later Thanks again for the support.
  2. Greetings with the final update Ending the "practical placement guide" series, I have published the 3rd and final article in the series. Practical guide on occluders placement It's a technical article that tackles the systematic placement of occluders in the Source optimization process. The previous articles released over the course of the last 2 months dealt with hints and areaportals placement (links in previous post). Thanks and enjoy the read.
  3. A really interesting and captivating journey you took and the photos are impressive. Thanks for sharing Excuse my question, but are you by any chance the same Stratesiz of cs_futurcom some 14 years ago? if so, talk about a blast from the far past
  4. If you live in a quiet neighborhood, expect to hear lots of F-bombs from the neighbors from now on but seriously, very nice. Is it a weekend DIY project for you or you'll take it to the shop?
  5. Intake camshaft sensor This sucker costs 120$
  6. Brilliant work reminds a bit of de_celtic for CS 1.3 I agree with Minos about over-exposure and colors being washed out; you could try using warmer and less bright color correction like the one in aztec or train or reduce max exposure a tad in the tonemap controler. In any case, awesome work so far; keep it up and looking forward to the final release
  7. Continuing with the "practical placement guide" series, I have published the 2nd article in the series: It's a technical article that deals with the systematic placement of areaportals in the Source optimization process: Practical guide on areaportals placement The first article in the series was about "hints" published back in June (Hints about Hints - Practical guide on hint brushes placement) The 3rd will cover occluders and will be published later this month. Thanks and enjoy the read Will2k
  8. Got them a year or 2 ago during summer sale couldn't resist the deal to have them on steam despite playing them to death (pun intended) back in 1999
  9. Finished stable alpha build + playtesting Starting beta stage with detailing and eye candy The map has a name now: dm_fortwick
  10. With 18 likes so far, I guess the theory proved right and we can safely call this poo a "win-nie" situation. On a serious note, what's with the ETA:...
  11. Nice brushwork and clean visuals; keep it up
  12. I have read all the posts; this thread is heavy on info. As someone who is on the outside and was never part of the gaming industry, I was under the "rosy" impression that the inside, at least most of it, was all fun and games, with "rainbows and butterflies". Reading many of the comments was interesting and revealing. If it's any consolation, what everyone stated and experienced at some times is actually shared across all industries: burn-out after prolonged work cycles at the same place, crunching and stressing at important work milestones, motivation dwindeling over time, creativity curbed by strict working rules, having an a$$hole boss who does not understand your work or makes you feel under-appreciated, $hitty co-workers/work attitude, toxic workplace/management, etc... In case you're wondering, yes I have gone through all these in different places that I worked at during the past 12 years, whether it be a large multinational manufacturing facility or a small family business. Most of the replies I read imply that everyone likes what they do (the concept of designing games and related disciplines) and would not trade it for another job; the problem lies with where you perform the work (the company). If you're genuinely not happy at one place, it's high time to take a break and go for another place; change is always necessary to shake things up, break the status quo, open up new horizons and allow you to grow as a human being. There is absolutely no sense in remaining in a place you loathe for the sake of "alleged" social security: the mental and moral "damage" you will incur from staying at that place far outweighs the financial benefits if they are present. It is a bit more difficult to do so when you have a family to support but it is still doable. Good luck to everyone searching for greener pasture
  13. will2k

    DOTA 2

    Thanks for sharing Can't shake the idea that the watch tower(?) looks like a giant chair
  14. will2k

    DOTA 2

    I guess Valve chose dota2 as a testing ground and once every major bug is ironed (hopefully), they will move to the other active titles, mainly CSGO and TF2 to migrate to Source 2. L4D3 will be natively developed on Source 2 and I don't think they are interested in shifting older titles such as CSS, HL2 or DODS But the new features are indeed exciting and offer the perspective of a more streamlined workflow as opposed to current Hammer. Interesting and legit question. If the new system adopted (vmap) is a complete departure from the bsp principles, then we will have to learn new optimization techniques and tricks (unless visleaves and "visibility from a region" approach are still the norm) Can any mapcorean who tried the new editor/maps chime in?
  15. will2k

    DOTA 2

    Haha, i will have to wait until they shift other titles to source2 to sink my teeth in this new hammer. I don't play dota2 but nevertheless this is exciting news and update especially the realtime lighting which is really cumbersome in Hammer currently as you have probably experienced this countless times
  16. will2k

    DOTA 2

    big news today, seems like Valve is testing Source2 with Dota2 first. It's a radical change as far as I can see compared to the good old Worldcraft 2.1 I first used in 1999 Here are some of the changes in the new Hammer: The editor compiles to a new map format, vmap_c It also uses a new model format, vmdl. You can import tgas, FBX files, and here's a list from facepunch of the rest: • Brushes are now meshes and act like models. You can edit by face, edge, and vertex. • New particle editor / realtime material editor • Better prefab support, just drag and drop a prefab from the asset browser to place and double click in the viewport to edit it. • You can blend ANY materials together on displacements in hammer, no more specifying $basetexture and $basetexture2 • Custom Tilesets (Might be Dota specific) • Realtime Lighting, WYSIWYG • Hammer has its own model editor and asset browser • The developer binary of the game as well as hammer run through what's called vconsole, where you can get feedback and run console commands just like the regular ingame console • There's a new 3D viewport manipulator that lets you transform as well as change lengths of meshes which is quite useful. • Pivot points • Compiling doesn't freeze your PC • The engine now uses a new type of models, vmdl • They also dropped bsp, they now use a custom format named vmap (vmap_c when compiled) Source: http://www.valvetime.net/threads/dota-2-workshop-tools-introduce-hammer-2014.245390/ (7th post) EDIT: Meshes and real time lighting are the most exciting changes in my opinion.
  17. Safe from Evil (glossy and foil) - The separatists' prayer on round start http://steamcommunity.com/sharedfiles/filedetails/?id=296715696&tscn=1407341816
  18. Looking good Great job with the 2nd pass.
  19. Haha , even better would be a 1vs1 deathmatch on Quake 3 You got a point there as the gap between gamers and non-gamers is actually huge with regard to reflexes and motor coordination; we simply fail to see it as we benchmark ourselves against fellow gamers I recently wrote an article about this issue: Gamers Reflexes and Eye-Hand Coordination @ Chimeray: I believe a good start would be a GTA game where he can freely roam the city and learn the controls and fine tune his eye-hand coordination without getting pressured by the game objectives/mechanics/story. Eventually, if he wants to improve his motor coordination, then fast action games (shooters especially) are the way forward And you sharing some game time with him will help a lot Good luck for your dad.
  20. will2k

    Doom (4)

    Now we know who "leaked" the first screenshot of Doom 4
  21. It's a shame for this work not to see the light. The Walking Dead would make a perfect setting for a L4D map. You could always start a WIP thread and post the problems in details with compile logs and what not, and I'm pretty sure you will get help from the many members around here who know a thing or 2 about Source . It would be also aweome if you branch this campaign into 3 maps: the first in the prison, the second sees the survivors escaping through the woods and the third/finale takes place after they reach the terminal (all plot credits go to AMC ).
  22. will2k

    Doom (4)

    It seems demons have a fetish for Mars, according to DOOM
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