Posted by satchmo on Thu Jan 20th at 5:50am 2005
Any idea where they are? Or did I misunderstand the meaning of the update completely?
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Posted by Joe-Bob on Thu Jan 20th at 6:45am 2005
I've looked at one of those maps.
VALVe sure does like its triggers and hints...
Posted by Rof on Thu Jan 20th at 4:21pm 2005
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Posted by Atrocity on Thu Jan 20th at 4:26pm 2005
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Posted by Dark|Killer on Thu Jan 20th at 4:27pm 2005
I've looked at one of those maps.
VALVe sure does like its triggers and hints...
Yeh man, i cant believe it, i cant see through nothing in C17, check it out, all filled with triggers and and areportals and clips and alot of stuff, i didnt know how do they do that. Man, now i know why it had been delayed
, i dont think becuase it got "hacked" i think because they figured out the some of their maps suck, and need repairing. And the thing i really wonder about is, why did they remove the machine gun that had a scope, its all in their trailers before they launch it, its really wierd, because i really liked that gun ![]()
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Posted by haikeebah on Thu Jan 20th at 4:56pm 2005
ah well.
Posted by Vash on Thu Jan 20th at 6:46pm 2005
And yes, the maps roxorz.
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Posted by DrGlass on Thu Jan 20th at 8:07pm 2005
And yes, the maps roxorz.
simmer down.
its true that valve didn't make it up, unless they were really able to get some 19 year old in germany to take the fall and go to prison for them. The maps didn't suck becuase they have alot of triggers. The maps are good becuase there is a huge level of detail. Most of the hint/occ/clip brushes are there to prevent problems that play testers ran into. Like getting stuck on objects, etc.
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Posted by Nickelplate on Thu Jan 20th at 8:15pm 2005
And yes, the maps roxorz.
You're not being very nice again.
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Posted by ReNo on Thu Jan 20th at 8:16pm 2005
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Posted by Dred_furst on Thu Jan 20th at 8:49pm 2005
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Posted by satchmo on Thu Jan 20th at 9:38pm 2005
I was wondering about the same thing. Why would Valve put player clip brushes virtually everywhere, even in places that simply cannot trap a player's movement? And just for simplifying clip calculation? How much of a difference would that really make? Is it even noticeable in gameplay?
In addition, I noticed that they've got the skybox texture wrapping the entire map. Did they do that as part of the 3D skybox or were they actually lazy?
But I am impressed by the amount of detail they put in, even for the smallest things (like triggering a wind gust). I guess that's why they're professional game designers and I am just an amateur.
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Posted by omegaslayer on Thu Jan 20th at 9:45pm 2005
The material inside the skip brush fade away at a certain distance (Its how they got those combine shields to fade as you moved away). As for the clips....I have no idea why there are soo many, probalby to cut down on the clip nodes like you said
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Posted by Leperous on Thu Jan 20th at 10:13pm 2005
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Posted by Campaignjunkie on Thu Jan 20th at 10:29pm 2005
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Posted by DrGlass on Fri Jan 21st at 12:15am 2005
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Posted by ReNo on Fri Jan 21st at 12:20am 2005
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Posted by Agent Smith on Fri Jan 21st at 12:32am 2005
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Posted by Campaignjunkie on Fri Jan 21st at 1:31am 2005
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Posted by omegaslayer on Fri Jan 21st at 2:13am 2005
I didnt find info on this anywhere, its more of a guess really, and by material I meant the brush inside
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