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Seeing articles like this makes me really happy!
We put a lot of effort so in the heat of battle you can quickly identify and communicate the different areas of the maps to your team mates.

This was a really interesting article. I definitely need to think more about this when I play Overwatch.

One thing that stuck me is the complexity of these callouts. In CS it's more like this:


and in TF2 most of the maps feel to me more like: 


but other times I play Overwatch and the chokes are very confined and don't feel overwhelming at all.

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This game is superb, I haven't been hooked on a MP game for many many years and this did it in a couple playsessions. It's addictive, but the right kind, not the skinner-box/titillating-the-right-parts-of-your-brain-to-manipulate-you addictive, it's just freaking good.

Also you know your art direction is awesome when you barely notice the difference between Ultra to Medium/Low, it doesn't impact the aesthetics of the game much at all

Edited by Corwin
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      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


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