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Everything posted by will2k
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Got Metro 2033 at 80% off (2.99$). the offer is still valid for the next 4 hours if you need to sink your teeth in .
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If you need any help with optimization, hit me up Good luck with the updates.
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Great work. Left you a review on GB; hope it helps
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Bought Age of Empires legacy bundle as a gift for a family member (Age II + Forgotten DLC + AGE III complete). It was a daily deal at 13.74$ compared to 69.97$ regular price; it's technically a steal I also got Payday the heist for myself. Still waiting for the 75% on Id Software stuff to get my hands on DOOM I and II bundle
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"prix à débattre" :lol: c'est hilarant. En plus, les frais de port doivent être inclus dans les 15 euros Whomever made this "ad" just nailed it
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Thanks for your comment. These are simple hue variations of a small area of the stock texture. Other textures will be derived from hi-res reference concrete/metal photos. true it was one of the most effective weapons against those pesky black ops assassins; good times
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I received additional gameplay feedback from Volcano and work on beta1 should start soon. I have also started creating the custom textures and I plan to have color specific textures to help separate and make each area easily identifiable. different colors to visually separate CT/T areas and I have been replaying some Opposing Force for some inspiration. The nostalgia is very high Op4 - crash site
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I'm back to the stickers workshop after a relatively long break. Mobster : A lobster member of the mob? (glossy, color replace and foil finishes) http://steamcommunity.com/sharedfiles/filedetails/?id=270805187
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Hi everyone, I would like to share with the present company my recently published article titled : Gamers Reflexes and Eye-Hand Coordination (link on Gamebanana) The article shines the spotlight on the direct effect of games, action games more specifically, on one’s reflexes, situational awareness and motor skills. I wish everyone a good read and hope you enjoy the article; comments are welcome Thanks Will2k
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Block bullets texture doesnt block bullets in hammer editor
will2k replied to Mapham's topic in Level Design
keeping the brush as a world brush won't block bullets; it will also severely affect your visleaves as "blockbullets" texture does cut visleaves when applied to a regular world brush. You need to turn your brush (fully textured in toolsblockbullets) into a func_brush and set the solidity to "always solid". Make sure the thickness of your brush is no less than 4 units otherwise the brush becomes spammable like any other thin brush/wall in Source engine. Ideally, it should be between 4 and 8 units depending on where you are placing it. Lastly, a friendly advice without trying to sound like an elitist: it's great you're trying to learn and advance your skills and everyone encourages you to pursue more but frankly, most of your questions are easy searches that do not require a new thread on their own. Read as many tutorials as you can then search Google, mapcore, interlopers, Gamebanana, steamcommunity for similar past threads/topics and finally do a lot of trial/error experimentation in your editor. If after all these, you still can't find an answer, then resort to starting a new help thread. Hope this helps and good luck in your endeavours. -
How dare you post incomplete screenshots of unfinished levels! Great work mate, really digging grace.
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Check the model's properties in Hammer model viewer; many physics props are compiled with "allow static" flag and if this is the case, you can set this prop to prop_static. If allow static is not there and the model is purely physics, then set the entity to prop_dynamic_override. The physics will be completely disabled (not just unmovable) and you would save a bit of engine resources since dynamic props are cheaper than physics.
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Classic prediction that I agree with However football in general, and world cup specially are known for surprises and underdogs that drop bombshells every now and then, so you never know (Cameroon 1990, Bulgaria 1994...)
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UT deathmatch FTW
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Rooting for Germany since 1986 although I haven't watched football in ages. But as Sprony said, I try to watch World Cup/Euro Cup just to keep in touch although I have no idea who most of the young players are (I still fondly remember the players of the 80s and 1990s while growing up like Matthäus, Völler, Rummenigge and Klinsmann among others )
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The first one had an average generic gameplay but the story and ambiance were nice. this sequel is looking good.
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Thanks to everyone who joined the playtest today. although the number of players was low, the game was pretty tight. Sorry I had to join spectators, but as in playtest 1, my ping was 120 and jumping higher causing me to see players shuffling and ghosting (my internet sucks ) This time the game was more balanced with the match ending in the last round after a 7-7 tie. Hopefully everyone enjoyed the game and don't forget to leave any feedback/comments you have in this thread. Thanks again.
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DAMN DEM MEMORIES AT TWELVE O CLOCK SOLDIER 100 Haha number 2...is down - soldier is history Back in 2001, I got the playable demo from the cover CD (yes cd not dvd ) of PCZONE UK magazine. I played it and enjoyed it but did not purchase the full game. When I saw the free weekend, I immediately grabbed it to relive those "12 o'clock" moments Can't wait to check ARMAII as I haven't played it before.
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Playing some ARMA: Cold war Assault (the original operation flashpoint: cold war crisis) Got it for free during the Bohemia Interactive free steam weekend (last week), in addition to ARMAII/operation arrowhead for 75 % off; good deal
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forlorn_alpha2 is ready the map is scheduled for a mapcore test tomorrow tuesday May 27 at 9:00 pm GMT+1 (+2 for summer daylight time). Thanks to RZL for his support Many changes happened in alpha2 taking care of all issues that were reported in alpha1 playtest on the core. I also added couple of new changes to better streamline gameplay. Here's the changelog: - Moved mid tunnel further to the right towards A so CT on catwalk don't have an unfair direct line of sight on T coming from this tunnel. - Moved the vent in B next to metal door so CT cannot cover it easily with the main entrance (coming from T spawn). - Added/improved cover spots in bombsite A, B and middle. - Enlarged the window in B as well as made the wall half broken to further expose the defender behind and allow for more flash/grenades tactics through the window, and to allow a path from window room into lower B. - Added some more cover in parking lot (near the 2 rusted cars) to eliminate chances of CT rushing from B shooting any trailing T still going to A in the back. - Enlarged all windows to allow bigger space for peeking and grenades lobbing. Players behind these windows are now exposed from the waist up. - Removed corridor-connector between T and car park. - Added crates in CT spawn to soften the balcony jump. New additions: - Added new route from T-upper car park to mid via catwalk to balance CT on the other catwalk side and allow early catwalk access for T. - Added new stair in T-A tunnels leading to new catwalk opposite the current one in A and allowing T to have early catwalk access in A. - Fixed some visual glitches in circular twisted tunnel between CT-A - Added more lights in strategical spots to enhance player readability. Hope to see you all tomorrow in the playtest. thanks in advance
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Sorry for the lack of updates, I haven't been able to work on the map for the past 2 weeks; way too busy these days and I'm barely on Steam. However, I caught a break yesterday evening and was able to work out most of the updates that were added on the to-do list after the 1st playtest. I still have to implement 2 new major layout changes that I came up with to improve gameflow for Ts. Should be able to work on these on Saturday. Hopefully, we will have alpha2 version very soon for a mapcore playtest. Stay tuned
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The Way - (Martin Sheen)
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Ah, c'est dommage Nicely written articles which sure took time to prepare and write. Which reminds me that I haven't written an article in 4 months Good luck Sylvain
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Re-playing some skirmish rounds on Age of Empires III: The complete collection
