General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
Took a bit to come up with that one, eh? That's a real knee slapper; a real side stitcher. That's a new one, for sure. Ought to write that one down I think. Where can I get the tickets for the standup tour?
Nah no sarcasm at all, I know some of these points still apply to CoH3 axis but they're more limited in their tools now, the teching choices are way more complicated, and Relic basically removed durable heavy tanks from the game
I misunderstood your comment. I thought you were pretending to talk about allies but actually talking about axis. I was tired
In CoH2 I would agree. Way more linear teching, snares & nades unlocked for free, always access to all the tools you need no matter how you tech, way more durable vehicles/tanks that are more forgiving & straight forward to use.
Yeah pretty much. They're basically a 1v1 and 2v2 unit you get one of and upgrade for the bazookas. You COULD use them as CQC units provided you're on a small map with good flanking routes. Anywhere else and... ehhhhhh.
I am noob. What are you planning on doing with this map?
The room that I've been uploading videos about will be copy-pasted in order to form the apartment block. After that I'll change the textures on the walls and try to make each apartment unique; adding props and other fine detailing work.
Overall, this apartment complex will be part of a "fishing village" taken over by the Combine. The map itself will be focused around the "fishing" gamemode.
I say gamemode, but it's written entirely using map logic, so realistically you could have a gamemode AND still fish. I guess it's more of a minigame at that point. Nobody knows who wrote the map logic for the fishing gamem, but me and a friend think they were japanese (due to the names of the entities; hari, sao, etc.)
From what I have read this is the map editor for SOURCE based games. The thing I saw showed Half Life. Which was based on the Quake engine.
Yep, yep. You bet.
The Quake engine maps were based on using Binary Space Partitioning (BSP). Hammer appears to use BSP also. Quake used the term BRUSH also as a 3D convex object. I seem to recall a brush was needed for the BSP to work correctly. This let the engine divide up all object faces as in front or behind a plane (face). Somehow you can then draw each face in front to back order which greatly sped up rendering in the old days, since most things would fail the Z buffer test and not be rendered fully.
In addition to this (or perhaps, instead of this? Not sure) Valve added VVIS (I think it stands for valve visibility engine or something). While you compile the map, it splits the world into "visleaves", the dimensions of which are determined by the contours of world brushes.
The application then determines which leaves can see each other (or may potentially see each other), and then this information is baked into the map. Leaves which can see each other or can possibly see each other are drawn. Anything else isn't. There are other ways to tweak visibility and object culling but that's how VIS works to the best of my knowledge.
I believe the BSP was also used for object collision. Modern games again have way too many faces to attempt clipping. So there are usually invisible collision objects created that surround a very dense 3D object.
For map geometry yes. However, physics objects do use simple collision boxes in Source. That's all I know about that.