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About sotapoika

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  • Birthday 01/14/91

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  1. Could you post some screenshots?
  2. I'd recommend: *More RAM, at least 16GB *Faster HDD, 5400RPM is awfully slow for desktop *Bigger SSD, 256GB would be roomier and a bit faster
  3. Those feels are wrong though!
  4. Keep the skybox, I'm sure we can fix it. The fog/lighting looks really nice.
  5. Imgur.com, I use that for image-uploading.
  6. Great looking stuff man, I like the looks and theme you're going for. Keep up the good work!
  7. I was hoping for some cool re-creation of the "Ravingholdm".
  8. Please, embed them into forums so we don't have to click links. It makes my finger muscles hurt when there's million (13) links to mid-click to open in new tab. The screenshots are also dark. Anyway, to the actual point of the topic: Map seems to be simple and blocky, also quite open. Add some obstacles and places where zombies can come from and surprise players occasionally. You seem to have the idea of basic-blocking-out though, which is a good thing. Too many times people just slam stuff and spend too much time on stuff that could be tested in way less time and re-iterated quickly if needed.
  9. I'd recommend having actual ingame screenshots, because then you can see the scene in action and decide the need for more detail if it already looks good. You might sometimes waste effort in detailing some dark corner or other spots where player isn't even looking at during normal playthrough.
  10. Remember to make your own thread then so you can update your first-post with new content whenever you feel like.
  11. Just came here to say, that entdata can exceed 100%. I think it's 107% in Chinatown (was 130%). Few tips to decrease entdata (you might know these already though): *Less dynamic props (physics are dynamic) as possible. *Less cables/ropes. *Shorter names for I/O system used for triggering entities and their commands ("building1_hallway2_fire6" could be just "bld1_h2_f6". Not sure how far you have to go with this to have significant improvement, but good thing to keep in mind). *Less named lights (when light_spot, light or any light is named, it becomes dynamic even if it's not being told to do anything ever). *Less sprites/glows. *Less sounds (use env_soundscape instead of a lot of ambient_generics). *Less env_fire. *Less smokeclouds (the "brush fog", not env_fog_controller). Hope that helps you get further with your vision you have for your map!
  12. Actually, this one's mine (old "Suburbs" was Survival, this one's Objectives). I blocked out quickly the idea I had and uploaded it to dev-build for checking it out and all, but there was a mistake by someone and it was uploaded to the release in Steam. So yea guys, please don't go "fixing" this map, as I'm going to be working on it once I'm done with Emergency and all the million other projects.
  13. Oh fuck, these are my work in progress maps!
  14. Seems it's going to be released today: http://store.steampowered.com/app/341940/
  15. If you haven't played KF1, then I'm quite sure it's difficult to follow the story in KF2. For example, some dialog-choices may refer to stuff that happened in the first one.