Forum posts

Posted 12 years ago2012-04-15 22:55:28 UTC
in Bought any TF2 items? Post #305416
That's how crate's work Skals, sometimes it's normal junk sometimes it's priceless stuff. The hat that people constantly hound me for came from a crate. My bro and I would buy eachother a few keys for birthdays/xmas and the like. We each got 1 unusual out of it.

I think comparing it to rape is pretty silly. No one forced you to buy the key. Rape is forced, that's the whole point.
Posted 12 years ago2012-04-15 21:44:57 UTC
in Team Mapping Post #305413
Yes! Flat roof would look more fitting I think.
Posted 12 years ago2012-04-15 21:06:42 UTC
in Team Mapping Post #305411
1 vote for yes
Posted 12 years ago2012-04-15 10:57:02 UTC
in Drawception Post #305405
haha! I didn't know that one was yours! I was so excited to get it, then the guy after me either trololo'd or isn't much of a gamer :/

ah well lol
Posted 12 years ago2012-04-15 00:35:39 UTC
in Team Mapping Post #305400
Wow that looks awesome! Good work!
Posted 12 years ago2012-04-14 22:31:26 UTC
in Drawception Post #305399
http://drawception.com/viewgame/pDK2dmGZ74/tom-cruise-has-seaman-on-his-back/

Here's one where I was the finishing drawing. Thank god for google, I'd never heard of this book. Google image it for the comparison.
Posted 12 years ago2012-04-14 20:25:15 UTC
in Drawception Post #305396
Ha, I just finished one of yours without realizing!
Posted 12 years ago2012-04-14 19:49:43 UTC
in Drawception Post #305392
Oh god this is so fun. I've done 43 games since finding this yesterday. And I worked today. Everyone add Legitzkrieg I want to play with you guys.

http://drawception.com/viewgame/OdCPhNpCQd/she-sells-sea-shells-by-the-sea-shore/

http://drawception.com/viewgame/WBZQYXhrmm/snake-gives-altair-a-look-of-disapproval/

http://drawception.com/viewgame/nGMCXZ5LzC/optimus-needs-an-oil-change/

http://drawception.com/viewgame/jmM7qaAExj/over-friendly-octopus-causes-mass-hysteria/

What an amazingly coincidental time for private games to be launched. I just got off work, I've got some beer, and I'm probably gonna play this off and on for the next 10 hours starting now.

Where did you hear about this game Archie? A++

[edit] >.> comp locked up right as i started my panel in our game, but when I got back it said i either passed or timed out, guess ill catch it after another person
Posted 12 years ago2012-04-14 01:00:53 UTC
in Drawception Post #305367
Ok I just started playing this, this is fun. No games complete yet, but my account is Ryan3059. I'll post my best ones later :biggrin:

http://drawception.com/viewgame/S3TyKc7W9q/bloody-bones-and-dirty-diapers/

http://drawception.com/viewgame/5tpjOLr8BF/drunk-rabbits-cause-too-many-explosions/
Posted 12 years ago2012-04-13 00:29:47 UTC
in Drawception Post #305335
By being adults?

In all seriousness, if you want to get better at drawing, just do it more. Then you'll get better.
Posted 12 years ago2012-04-12 18:02:17 UTC
in Minecraft Map (Yup you heard it!) For CS Post #305321
Wait so... each and every block in the map is its own block of brushwork? Is it to scale, as in, 1 block = 1 meter?
Posted 12 years ago2012-04-10 19:30:15 UTC
in Team Mapping Post #305214
It's true, they would at most be adding props or smaller details or things, I just want us to make the most out of the last round of passes!

Maybe for the next one, if there are this many or more people, we should decide on a layout before hand. Maybe anyone who wanted can submit a super simple one fast and we could all vote on the best one, that would take a few days at most?

Or we could just beg Rimrook to make us a layout.......
Posted 12 years ago2012-04-10 16:59:13 UTC
in Team Mapping Post #305201
Oh, does it? the one shot i saw I couldnt really tell where it was, there's no reference in the shot.

but, great! That works. That was exactly the area I was hoping someone would work on.
Posted 12 years ago2012-04-10 16:39:53 UTC
in Team Mapping Post #305198
So then it's decided. IF YOU WANT YOUR HANDS IN THIS STEW, SPEAK UP NOW!!! the more the merrier.

We should really build the inside of the building across from Archie's office before we get started on the finalizing. And if there's any way to put the map on a server we should test it now that weve got spawns.

Other than that, the final passes I think should be optimizing/prop placement and detail work. Maybe some 3D skyboxing. I would just love to see this map without the FPS chugging in the middle. Not that it matters that much, this is just a fun project either way, I guess it's more to look at and participate in than play.

Maybe a pass where someone proppers everything that can be proppered, like the grouping of arches on the building right of T spawn.

Not that that area of the map lags any anyways, but I figure by the time we finish that building interior we might want all the optimizing we can get.
Posted 12 years ago2012-04-10 15:04:47 UTC
in Team Mapping Post #305192
Ah we should find a way to let anyone who wants one quick go at it to get one. I mean, how did we have any way of knowing how fucking awesome this project was going to turn out?
Posted 12 years ago2012-04-10 02:40:38 UTC
in Team Mapping Post #305172
That's a good plan Cap't.

24 hours from start, with 12 hours to notify your start before you get skipped, with the ability to make it up next.

If we do this again that should be the base rule for turns.

(and we totally should)
Posted 12 years ago2012-04-10 02:31:25 UTC
in Mist of Stagnation: 8 Weeks of Updates - Post #305171
Ok, that's badass. First time I saw this mod I was like "great, another like the other hundred I've seen get posted and never finished"

but every time you post i get sold more and more.
Posted 12 years ago2012-04-09 21:07:03 UTC
in The Official CS:GO Thread Post #305149
mmm... terrorists hold a group of penguin researchers hostage?
Posted 12 years ago2012-04-09 19:57:29 UTC
in The Official CS:GO Thread Post #305139
One where T's bomb an antarctic secreht bahs plz.
Posted 12 years ago2012-04-09 17:30:09 UTC
in Team Mapping Post #305127
Yeah skals, we get the file, work for a day, then pass it on. At first it was painfully obvious that the map was made by different people with little to no planning. But now the thing has really been tied together. At this point the map is sealed all the way around and we've got the spawns down.

I think the rich, colorful lighting really blends the work together, good job on adjusting the sun guys.
Posted 12 years ago2012-04-09 17:23:59 UTC
in The Official CS:GO Thread Post #305126
Yes. I loved the themes in Deleted Scenes and how they dirtied and darkened things while at the same time adding new and brighter colors (the bright blue and gold trims on Dust, for example, or the bright green trims in the single player mid-east levels.

I haven't really seen the map pool for GO, is it really lacking European and Mideastern themes?

You know that if 1/3 the maps were middle-eastern there'd have been a shitstorm about bandwagoning and gritty brown modern graphics.
Posted 12 years ago2012-04-08 17:33:10 UTC
in Post your screenshots! WIP thread Post #305089
Maybe try adding a second color of light somewhere? A couple slightly blue but more white spotlights in the corners facing inwards? Something on the floor somewhere?

ooh rock displacement roofs are cool.
Posted 12 years ago2012-04-08 17:02:22 UTC
in Team Mapping Post #305084
And that's enough for one pass I think, here you go! http://localhostr.com/file/sdJSyeY/team_mapping_013.7z

Ignore the quad-post.

[edit] At this point we now have two spawns, and should really start testing our builds. The earlier we start the more changes we can make.
Posted 12 years ago2012-04-08 16:08:05 UTC
in Team Mapping Post #305081
User posted image
User posted image
T spawn. Just needs some props and a fix of those lights in front of the apartment. I can't get them to look proper. I don't think I'm going to start on the inside of the big building, the hostie place, but someone should soon. Make a door on teh back side of the building so that T's can get in there and go up a staircase or something to the hosties.

In the first shot you can see the ally to the left, it then turns left and goes up a bit and connects to my other area. I think it helps both teams nicely. CTs can use it to get behind the hostie building and enter through the rear, and T's can use it to try to beat CT's to that lot and catch them off guard.

Fun fact: The map is now gi-frickin-normous.
Posted 12 years ago2012-04-08 12:18:33 UTC
in Team Mapping Post #305073
Can I get an update on my time remaining? Family coming over for brunch and I don't think I can get away with mappings straight through. Plus the little cousins will want to play Starcraft, I'm sure.

After they leave I'll get back to work. For T spawn I'm going to do a small parking lot for some cheap looking apartment buildings. Maybe a rundown little playground. Sound ok? I also connected it to the tree lot via an ally around the big black brick building. I think I'll move T over to the other side of the spawn to slow down their ability to rush that side.
Posted 12 years ago2012-04-08 00:59:52 UTC
in Team Mapping Post #305063
Yeah lets face it, 8 or 9 of us together can do way more in a timeframe that just one of us can. This is fun stuff!
Posted 12 years ago2012-04-07 23:52:14 UTC
in Team Mapping Post #305060
Ok then, when I wake up I will make coffe and get cracking on T spawn.
Posted 12 years ago2012-04-07 20:43:05 UTC
in Team Mapping Post #305055
OK I just cracked the VMF open. Nice job whoever redid the freeway where I had hastily extended it. The ramps look a bit better than a second tunnel.

Is there anything anyone thinks I should work on on this pass?
Posted 12 years ago2012-04-07 19:05:21 UTC
in Team Mapping Post #305052
Wow thanks, I'm never using decals again.

When you said to never use decals I thought to myself "this guy's tripping balls on acid while he typed this"

Now it all makes sense.

It's these kinds of tiny things not mentioned in our tutorials that really fuck you over. We should have a page called "random tidbits of tips" or something, where people can just leave one or two line shortcuts that they think less experienced people might not know. It would do worlds of help!
Posted 12 years ago2012-04-07 17:29:03 UTC
in Team Mapping Post #305050
I might have a way to do dropbox without all that commercial bullshit associated with websites. Let me check up on it and get back to you.

Hot dog, turn two! This is wonderful news Cap't. I work on Saturdays but I just got off, and I've got all the time in the world! Until monday of course.

I've also been practicing real hard. I've tried to map every day since my last turn, and work on my weak spots like buildings. Overlays are also annoying to me, I can only stretch one as far as the bounds of one face. Any way to overlay over multiple faces? Make a func_detail for the overlay and be 1 unit above the terrain? I've been using decals just because they do this.
Posted 12 years ago2012-04-07 00:55:05 UTC
in The Official CS:GO Thread Post #305017
It is a flawed idea because ie, I was playing nuke and on t side and threw a motif at the beginning and everyone had to wait for it to go out... You understand where there is an issue here?
wait, you threw it? and it blocked your team? sounds kinda like a team flash to me, not really the fault of the game...
Posted 12 years ago2012-04-06 19:26:34 UTC
in Now Playing: ... Post #304997
Sick nasty. I love flying jets.
Posted 12 years ago2012-04-06 18:57:20 UTC
in Now Playing: ... Post #304995
Gran Turismo 3 anyone?
Posted 12 years ago2012-04-06 17:39:10 UTC
in The Official CS:GO Thread Post #304992
Molotov I'm actually cool with. Splash DOT is not at all a new game mechanic, it's by no means a risky move/bad idea, and I welcome it to the game so long as it doesn't change it. Besides, how imba could it be? How can fire be more more or even anywhere near as theatening as bullets?

Decoy I don't know about. I want to see how it works before I decide.
Posted 12 years ago2012-04-06 17:27:52 UTC
in The Official CS:GO Thread Post #304990
Ill suck your dick for a key.

Or at least give you one of the four Super Monday Night Combat keys I've got if you want one.

Same goes for anyone else, they keep sending me more keys!
Posted 12 years ago2012-04-06 11:03:45 UTC
in Post your screenshots! WIP thread Post #304983
Scotch, UT was my fist thought looking at nosick's stuff too.

And Joe that looks great, but perhaps brighten the lights just a tad? It looks a bit odd to see huge, bright white lights in the ceiling but have it be so dark in the room. Compare it to your other shot
User posted image
This room is more brightly lit that the other, but compare the amount of and size of the lights in the two rooms.

Also, the fog is a really nice touch.
Posted 12 years ago2012-04-05 00:00:43 UTC
in New system, want opinions... Post #304947
In the past year I've used both ATI and Nvidia and had problems with neither. Could be luck I guess but I found ATI to be really good for the value when I built my comp. That said, I wouldn't trade my 560ti out.
Posted 12 years ago2012-04-04 20:53:02 UTC
in Team Mapping Post #304937
ok. i work every day for the rest of the week, but I can spend my whole afternoon working on it so just let me know.

and awesome archie, i'm gonna do it that way from now on. That should be copied quick and posted in tuts under "how to compile not terrible".
Posted 12 years ago2012-04-04 18:17:06 UTC
in Error when trying to play my own map Post #304933
Scumbag gold engine.

A space in the name? Better give obscure errors involving sounds. Sounds that don't exist. Yeah, that'll teach 'em for trying to learn. Muahahah.
Posted 12 years ago2012-04-04 18:14:15 UTC
in Team Mapping Post #304932
Archie, how exactly does one go about compiling with the custom settings you posted before? Your compiles are gigantic, perfect wedding cakes and my compiles are burned brownies. Pot brownies. Weak ones. You can kinda tell what they're supposed to be but it doesn't change the fact that they're basically inedible little bricks of charcoal.
Posted 12 years ago2012-04-03 22:37:03 UTC
in Team Mapping Post #304917
Yeah, I like the idea of 2 and 2. That's not much farther than the distance between sets in cs_office if you were to "unwrap" the walkable space around the computers and junk. It's certainly a good starting point.
Posted 12 years ago2012-04-03 21:24:40 UTC
in Team Mapping Post #304914
The building across the walkway from the office?
Posted 12 years ago2012-04-03 19:16:26 UTC
in Team Mapping Post #304908
That all sounds good to me Archie. That office has more detail than the rest of the map, and so I'd rather place the hosties there than anywhere else. Let the T's have some nice things to look at while they camp it up :P

It's also a good spot for other reasons. The roof-to-windows entrance for CT's is great, if only the height gap were slightly less.

Also, shootouts between that ally across the street with the trees and the office via the windows seem like they'd be really fun, and work really well. I stood there and fired into all my mags into the office windows, then ran inside to check the bullet placement. It was really nice, not too wide, only 1/3 to 1/2 the room could be shot into, and even in that lane, plenty of ducking room. Up against the far wall I'd say you'd be 100% safe, but any absent minded T's who walk too slow through the middle of the room could get awp'd totally by surprise.
Posted 12 years ago2012-04-03 17:02:58 UTC
in Team Mapping Post #304903
I just figure that would mean the garage door is still in a correct place, and the sexy curb could still go to proper use. Throw a fence behind it, retexture the asphalt and voila! Parking. Leave a little space where delivery trucks pull up, great. Maybe 2 'reserved' signs next to eachother for the building owner and his top underling. Yays/nays?

Just trying to be a catalyst for discussion, really. I'd like as many of the contributors to discuss the layout as possible so it's as good as possible.

Also, the lack of fire hydrants must surely be a violation of zoning codes.
Posted 12 years ago2012-04-03 00:48:19 UTC
in Team Mapping Post #304891
A parking lot for the brick building? Then the door there would still make sense, and a parked nuke utility truck and a couple of cars parked could add cover.
Posted 12 years ago2012-04-02 19:01:59 UTC
in Post your screenshots! WIP thread Post #304879
User posted image
BMX, anyone?

Nosick that looks totally badass. The lighting is epic!
Posted 12 years ago2012-04-02 12:37:36 UTC
in Team Mapping Post #304865
Don't apologize cap't, that way is how it should be done!
Posted 12 years ago2012-03-31 22:18:02 UTC
in Team Mapping Post #304829
woah woah woah, 24 hours from teh time we START???? I started fourteen hours late and wanted to wrap up early for the next person! Gip'd!
Posted 12 years ago2012-03-31 18:19:09 UTC
in Team Mapping Post #304824
Ew, you're right about the sun spread angle and the intersection, 4.5 is much too high for this.
Posted 12 years ago2012-03-30 22:30:55 UTC
in Team Mapping Post #304812
Seriously, I can't stop looking at these screenies. This is great stuff. The colors, the contrast, everything. The dark of the tunnels and the brights of the whole building faces that are in the sun look really nice together. I also love that it's just the right time of evening for the vehicles headlights to be on, but it's not so dark that they affect gameplay with their cast light. They look super, super nice. I can't wait to see this with a 3d skybox, with dark, distant buildings cutting into the sun's glare. It's going to look fantastic.

ah, lol, sorry about the leaks- but extending and sealing off the freeway was a bit awkward seeing as I didn't author it. I had to feel around quite a bit!

I also at one point drunkenly deleted the entire skybox, and filled my undo/redo log before I noticed that it wasn't just hidden. So I had to build the whole thing from scratch! By guessing! That might have been it, too. :rly: Thanks for patching those up! :plastered: