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Updating cp_snakewater
211
#211
cp_snakewater
3 Frags +

I wasn't aware of this bug! Is this true even for sv_pure servers?

I'll definitely look at it.

I wasn't aware of this bug! Is this true even for sv_pure servers?

I'll definitely look at it.
212
#212
9 Frags +

It's a bug related to transparent viewmodels, it seems to allow you to see through certain props when you have viewmodels disabled. Since the shutter doors on Snakewater are prop doors compared to simple brush doors on like Process/Metalworks/Sunshine this kind of thing will happen. Personally because of this bug I think the use of transparent viewmodels should most likely be banned (Seems to be more problematic on maps like Granary https://www.youtube.com/watch?v=fg5eBkmVS1c). It doesn't seem to affect all of the prop doors so you might just need to swap the model around, from what I have seen it looks like it only happens on ones that have some transparency already but I could be wrong. Someone could potentially try compiling the ABS Prop libraries and then checking to see what props are/are not transparent with the viewmodel bug though.

It's a bug related to transparent viewmodels, it seems to allow you to see through certain props when you have viewmodels disabled. Since the shutter doors on Snakewater are prop doors compared to simple brush doors on like Process/Metalworks/Sunshine this kind of thing will happen. Personally because of this bug I think the use of transparent viewmodels should most likely be banned (Seems to be more problematic on maps like Granary https://www.youtube.com/watch?v=fg5eBkmVS1c). It doesn't seem to affect all of the prop doors so you might just need to swap the model around, from what I have seen it looks like it only happens on ones that have some transparency already but I could be wrong. Someone could potentially try compiling the ABS Prop libraries and then checking to see what props are/are not transparent with the viewmodel bug though.
213
#213
2 Frags +

I think the only props that are transparent are prop_dynamic entities. Thats why all the other props are not affected as they are prop_static entities. An easy way around the door thing is to just make the doors brushes instead of dynamic props. Other than that, I think we should ban this, the sniper rifle scope removal is banned, I don't see why not this when it gives you wallhacks.

I think the only props that are transparent are prop_dynamic entities. Thats why all the other props are not affected as they are prop_static entities. An easy way around the door thing is to just make the doors brushes instead of dynamic props. Other than that, I think we should ban this, the sniper rifle scope removal is banned, I don't see why not this when it gives you wallhacks.
214
#214
7 Frags +

Found a little difference between final1 and u10:

Show Content

Is this intentional?

Show Content
Found a little difference between final1 and u10:
[spoiler][img]http://i.imgur.com/AMJj8cC.png[/img]
[img]http://i.imgur.com/YrxbXE3.png[/img][/spoiler]
Is this intentional?
[spoiler][img]http://i.imgur.com/zU03ym8.png[/img][/spoiler]
215
#215
cp_snakewater
6 Frags +
GizmoFound a little difference between final1 and u10:
Show Content
Is this intentional?
Show Content

Thanks Gizmo, the door is supposed to be nonsolid.

[quote=Gizmo]Found a little difference between final1 and u10:
[spoiler][img]http://i.imgur.com/AMJj8cC.png[/img]
[img]http://i.imgur.com/YrxbXE3.png[/img][/spoiler]
Is this intentional?
[spoiler][img]http://i.imgur.com/zU03ym8.png[/img][/spoiler][/quote]


Thanks Gizmo, the door is supposed to be nonsolid.
216
#216
-5 Frags +

quick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthing

Show Content
quick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthing

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262714246036818735/12D6C1F7CCA43796B84257274F42137DC01D6D28/[/img][/spoiler]
217
#217
2 Frags +
Gemmellnessquick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthing

this was literally posted as the image above you

[quote=Gemmellness]quick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthing[/quote]
this was literally posted as the image above you
218
#218
-2 Frags +
EricGemmellnessquick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthingthis was literally posted as the image above you

my bad, for some reason i only saw the stuff in the first spoiler tag

[quote=Eric][quote=Gemmellness]quick thing i noticed a few days ago, you can stand on this little ledge above saw. you can be fairly hidden if you stand close to the ceiling coverthing[/quote]
this was literally posted as the image above you[/quote]

my bad, for some reason i only saw the stuff in the first spoiler tag
219
#219
3 Frags +
uberchain
Show Content
chojjeBumFreezechojje* Commemorated a memorable momentIts the harbleu 1v2 for those wondering
http://images.akamai.steamusercontent.com/ugc/487892324750977673/B6CF9F42B3D3760513D36C46DC938FCE2DC9D4C3/
Indeed!

Huge thanks to uberchain, DiscoSwan and The Scurvy Orange for the poster art, and JackyLegs for the initiative!
I can't thank you and JackyLegs enough for reaching out to me about this project, as well as Kichizone/DiscoSwan & Scurvy Orange for carrying this all the way to the end when I couldn't. It was an honour to work with all these people. This was the initial pose we pictured with the criteria of a Medic holding an Ubersaw + Crossbow and two Scout skulls:

http://i.imgur.com/fL5gqV4.png

We realized how cliche the pose was, so we scrapped it. At this time my wrists were getting fucked, so I brought on Swan and Scurvy (who helped with UNIreFORM jerseys & SFM back in LANs). Swan gave me 2 concepts; chojje and JackyLegs liked the 1st one, so we threw the concept to Scurvy to pose in Source Filmmaker and passed it back to Swan to paintover & filter.

http://i.imgur.com/sDouPf2.jpg

http://i.imgur.com/b3jwcOH.png

I really enjoy the idea of having the CS:GO graffiti movement in the form of TF2 propaganda. I remember JackyLegs showing me LG's Coldzera graffiti video, which was what I showed to Swan & Scurvy when I brought them on, and we thought it was the coolest thing, to translate that sort of creative monument-building over to TF2 in the form of propaganda posters. I'd love to see more! Too bad some authors of the maps we run in rotation have AFK'd for years now, I had a sketch of Harb's Gullywash 2nd crater lying around:

http://i.imgur.com/Z4b7gDn.png

Do you have a link to the full-size Stand Tall posters?

[quote=uberchain][spoiler][quote=chojje][quote=BumFreeze][quote=chojje]
* Commemorated a memorable moment[/quote]
Its the harbleu 1v2 for those wondering
[img]http://images.akamai.steamusercontent.com/ugc/487892324750977673/B6CF9F42B3D3760513D36C46DC938FCE2DC9D4C3/[/img][/quote]
Indeed!

Huge thanks to uberchain, DiscoSwan and The Scurvy Orange for the poster art, and JackyLegs for the initiative![/quote]
I can't thank you and JackyLegs enough for reaching out to me about this project, as well as Kichizone/DiscoSwan & Scurvy Orange for carrying this all the way to the end when I couldn't. It was an honour to work with all these people. This was the initial pose we pictured with the criteria of a Medic holding an Ubersaw + Crossbow and two Scout skulls:
[img]http://i.imgur.com/fL5gqV4.png[/img]We realized how cliche the pose was, so we scrapped it. At this time my wrists were getting fucked, so I brought on Swan and Scurvy (who helped with UNIreFORM jerseys & SFM back in LANs). Swan gave me 2 concepts; chojje and JackyLegs liked the 1st one, so we threw the concept to Scurvy to pose in Source Filmmaker and passed it back to Swan to paintover & filter.
[img]http://i.imgur.com/sDouPf2.jpg[/img]
[img]http://i.imgur.com/b3jwcOH.png[/img]I really enjoy the idea of having the CS:GO graffiti movement in the form of TF2 propaganda. I remember JackyLegs showing me [url=https://www.youtube.com/watch?v=cQIj6tnJeTQ]LG's Coldzera graffiti video[/url], which was what I showed to Swan & Scurvy when I brought them on, and we thought it was the coolest thing, to translate that sort of creative monument-building over to TF2 in the form of propaganda posters. I'd love to see more! Too bad some authors of the maps we run in rotation have AFK'd for years now, I had a sketch of Harb's Gullywash 2nd crater lying around:
[img]http://i.imgur.com/Z4b7gDn.png[/img][/spoiler][/quote]

Do you have a link to the full-size Stand Tall posters?
220
#220
3 Frags +
chojjeBumFreezechojje* Commemorated a memorable momentIts the harbleu 1v2 for those wondering
http://images.akamai.steamusercontent.com/ugc/487892324750977673/B6CF9F42B3D3760513D36C46DC938FCE2DC9D4C3/

Indeed!

Huge thanks to uberchain, DiscoSwan and The Scurvy Orange for the poster art, and JackyLegs for the initiative!

I would love to have that amazing artwork as a spray, if you're willing. :o

[quote=chojje][quote=BumFreeze][quote=chojje]
* Commemorated a memorable moment[/quote]
Its the harbleu 1v2 for those wondering
[img]http://images.akamai.steamusercontent.com/ugc/487892324750977673/B6CF9F42B3D3760513D36C46DC938FCE2DC9D4C3/[/img][/quote]


Indeed!

Huge thanks to uberchain, DiscoSwan and The Scurvy Orange for the poster art, and JackyLegs for the initiative![/quote]

I would love to have that amazing artwork as a spray, if you're willing. :o
221
#221
cp_snakewater
16 Frags +

Here is the poster: http://imgur.com/a/2BjLC

Be sure to credit the creators: uberchain, TheScurvyOrange and DiscoSwan, if you share it anywhere.

Here is the poster: http://imgur.com/a/2BjLC

Be sure to credit the creators: uberchain, TheScurvyOrange and DiscoSwan, if you share it anywhere.
222
#222
16 Frags +

Maybe my monitor is too dim, but I find _u10 really dark. It's sometimes difficult to see enemies, especially around Train.
_final1

http://i.imgur.com/hDpDkXt.jpg

_u10

http://i.imgur.com/YywEskV.jpg

The Demoman is almost invisible to me, except his shadow and feet.

Maybe my monitor is too dim, but I find _u10 really dark. It's sometimes difficult to see enemies, especially around Train.
_final1
[img]http://i.imgur.com/hDpDkXt.jpg[/img]
_u10
[img]http://i.imgur.com/YywEskV.jpg[/img]
The Demoman is almost invisible to me, except his shadow and feet.
223
#223
7 Frags +

I got some more screenshots of particularly dark areas.
_final1

http://i.imgur.com/NZgUtIs.jpg

_u10

http://i.imgur.com/P367GVp.jpg

_final1 was already a bit dark here.

http://i.imgur.com/JBCqtFV.jpg

_u10 is even darker.

http://i.imgur.com/689V4u6.jpg

RED Yard is significantly darker than BLU Yard. _final1 was like this too, but _10 makes RED Yard about as dark as the area near Train, seen in my previous screenshots.

http://i.imgur.com/01OBood.jpg

http://i.imgur.com/p54O1Y7.jpg

I got some more screenshots of particularly dark areas.
_final1
[img]http://i.imgur.com/NZgUtIs.jpg[/img]
_u10
[img]http://i.imgur.com/P367GVp.jpg[/img]
_final1 was already a bit dark here.
[img]http://i.imgur.com/JBCqtFV.jpg[/img]
_u10 is even darker.
[img]http://i.imgur.com/689V4u6.jpg[/img]

RED Yard is significantly darker than BLU Yard. _final1 was like this too, but _10 makes RED Yard about as dark as the area near Train, seen in my previous screenshots.
[img]http://i.imgur.com/01OBood.jpg[/img]
[img]http://i.imgur.com/p54O1Y7.jpg[/img]
224
#224
8 Frags +

doesnt look like those spotlights above 2nd ramp have any light properties. Maybe stick some spotlights in there?

doesnt look like those spotlights above 2nd ramp have any light properties. Maybe stick some spotlights in there?
225
#225
cp_snakewater
21 Frags +

I was disappointed to find that the Competitive update didn't include the updated Snakewater version - this luckily means I can spend more time on improving the lighting.

I'm really happy with the ambiance of the map as of _u10, but I will most likely add a lot of artificial lighting to improve gameplay.

If you keep submitting feedback of dark areas, I'll get to work on it shortly!

I was disappointed to find that the Competitive update didn't include the updated Snakewater version - this luckily means I can spend more time on improving the lighting.

I'm really happy with the ambiance of the map as of _u10, but I will most likely add a lot of artificial lighting to improve gameplay.

If you keep submitting feedback of dark areas, I'll get to work on it shortly!
226
#226
cp_snakewater
15 Frags +

Hey,

Considering u11 which I shipped to Valve was not included in the Competitive update I'm going to be releasing a couple more versions before I call the current updating session completed.

Updated to u12: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u12.bsp

Changelog u11 + u12:

* Fixed head bump in dropdown
* Fixed blocked spawnpoint
* Fixed duplicate props
* Cleaned up some details
* Fixed solidity of lower doors at mid
* Fixed some perches
* Replaced roof awnings with nonsolid displacements (credit to FubarFX for the method)
* Improved lighting further

Since the gameplay changes are minimal, and the lighting should be vastly improved over u10, I recommend any tournament organizer to update their ruleset to use u12 as soon as possible. Hopefully there won't be any gamebreaking bugs this time.

Cheers,
chojje

Hey,

Considering u11 which I shipped to Valve was not included in the Competitive update I'm going to be releasing a couple more versions before I call the current updating session completed.

[size=16]Updated to u12: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u12.bsp[/size]

[u]Changelog u11 + u12:[/u]

* Fixed head bump in dropdown
* Fixed blocked spawnpoint
* Fixed duplicate props
* Cleaned up some details
* Fixed solidity of lower doors at mid
* Fixed some perches
* Replaced roof awnings with nonsolid displacements (credit to FubarFX for the method)
[b]* Improved lighting further[/b]

[s]Since the gameplay changes are minimal, and the lighting should be vastly improved over u10, I recommend any tournament organizer to update their ruleset to use u12 as soon as possible. [/s] Hopefully there won't be any gamebreaking bugs this time.

Cheers,
chojje
227
#227
12 Frags +

I like the lighting on _u12. It's a definite improvement for visibility. I also like the switch to nonsolid eaves. That said, _u12 has a lot of issues that either weren't reported or weren't fixed from _u10.

On RED side:
Old Issue: the the left corner has some ugly overlap between the roofs.

http://i.imgur.com/slEGwqP.jpg

New issue: the eave over Second-Saw is solid. You can get caught on it when jumping up and even stand on it.

http://i.imgur.com/ZH6J2wi.jpg

New issue: the eaves on Mid are solid.

http://i.imgur.com/bOIK5Uv.jpg

On BLU side:
Old issue: you can stand on the boiler in Lobby. It's not a wallbug; there's a lip you can walk along.

http://i.imgur.com/EK2AYTb.jpg

Old issue: the clipbrush above Catwalk protrudes past the wall.

http://i.imgur.com/vZoieIx.jpg

New issue: you can stand on the eave above the wall vent at Mid.

http://i.imgur.com/yVbEBC4.jpg

New issue: the eave above the Saw-Mid is solid and can catch jumping players.

http://i.imgur.com/kvWEaWz.jpg

On both sides:
Old issue: you can stand over the door at the Second-Saw connector.

http://i.imgur.com/lGqgAyR.jpg

Old issue: the following eaves are solid:

http://i.imgur.com/U0OsRWv.jpg

http://i.imgur.com/pSlIEOn.jpg

http://i.imgur.com/ByHLKM4.jpg

Old issue: the lights shine through the log on Train. I forget if this was a Source engine bug or not.

http://i.imgur.com/8IVye1m.jpg

New issue: it would be nice if the corrugated metal were on top of the roofs at Mid, instead of hanging underneath. It's unclear where the roof is nonsolid and where it's solid.

http://i.imgur.com/IXkRGOr.jpg

New issue: the Shacks are inconsistent. The ones at Mid have nonsolid eaves, while the ones at last and the Tower are clipped off.

http://i.imgur.com/lFatAuI.jpg

http://i.imgur.com/z8NAjiJ.jpg

http://i.imgur.com/IvmjAPA.jpg

Due to the new hiding spots and other asymmetry, _10 is still more usable than _12. Thanks for putting in the work consistently to release updates! Snakewater's getting really close to perfect!

I like the lighting on _u12. It's a definite improvement for visibility. I also like the switch to nonsolid eaves. That said, _u12 has a lot of issues that either weren't reported or weren't fixed from _u10.

[b]On RED side:[/b]
Old Issue: the the left corner has some ugly overlap between the roofs.
[img]http://i.imgur.com/slEGwqP.jpg[/img]
New issue: the eave over Second-Saw is solid. You can get caught on it when jumping up and even stand on it.
[img]http://i.imgur.com/ZH6J2wi.jpg[/img]
New issue: the eaves on Mid are solid.
[img]http://i.imgur.com/bOIK5Uv.jpg[/img]

[b]On BLU side:[/b]
Old issue: you can stand on the boiler in Lobby. It's not a wallbug; there's a lip you can walk along.
[img]http://i.imgur.com/EK2AYTb.jpg[/img]
Old issue: the clipbrush above Catwalk protrudes past the wall.
[img]http://i.imgur.com/vZoieIx.jpg[/img]
New issue: you can stand on the eave above the wall vent at Mid.
[img]http://i.imgur.com/yVbEBC4.jpg[/img]
New issue: the eave above the Saw-Mid is solid and can catch jumping players.
[img]http://i.imgur.com/kvWEaWz.jpg[/img]

[b]On both sides:[/b]
Old issue: you can stand over the door at the Second-Saw connector.
[img]http://i.imgur.com/lGqgAyR.jpg[/img]
Old issue: the following eaves are solid:
[img]http://i.imgur.com/U0OsRWv.jpg[/img]
[img]http://i.imgur.com/pSlIEOn.jpg[/img]
[img]http://i.imgur.com/ByHLKM4.jpg[/img]
Old issue: the lights shine through the log on Train. I forget if this was a Source engine bug or not.
[img]http://i.imgur.com/8IVye1m.jpg[/img]
New issue: it would be nice if the corrugated metal were on top of the roofs at Mid, instead of hanging underneath. It's unclear where the roof is nonsolid and where it's solid.
[img]http://i.imgur.com/IXkRGOr.jpg[/img]
New issue: the Shacks are inconsistent. The ones at Mid have nonsolid eaves, while the ones at last and the Tower are clipped off.
[img]http://i.imgur.com/lFatAuI.jpg[/img]
[img]http://i.imgur.com/z8NAjiJ.jpg[/img]
[img]http://i.imgur.com/IvmjAPA.jpg[/img]

Due to the new hiding spots and other asymmetry, _10 is still more usable than _12. Thanks for putting in the work consistently to release updates! Snakewater's getting really close to perfect!
228
#228
cp_snakewater
8 Frags +

Thanks Bilbert. I clearly didn't spend enough time jumping around before claiming this is a better version. u13, coming up!

Thanks Bilbert. I clearly didn't spend enough time jumping around before claiming this is a better version. u13, coming up!
229
#229
cp_snakewater
12 Frags +

Hey,

Thanks to Bilbert's findings, I've been able to complete u13. This version should be (if not) very closed to finished.

Updated to u13: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u13.bsp

Changelog u13

* Fixed roofs extending too far
* Fixed some visual inconsistencies (????)
* Fixed a lot of visual inconsistencies
* Fixed multiple clipping bugs (thanks Bilbert)

Cheers,
chojje

Hey,

Thanks to Bilbert's findings, I've been able to complete u13. This version should be (if not) very closed to finished.

[size=16]Updated to u13: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u13.bsp[/size]

[u]Changelog u13 [/u]

* Fixed roofs extending too far
* Fixed some visual inconsistencies (????)
* Fixed a lot of visual inconsistencies
* Fixed multiple clipping bugs (thanks Bilbert)

Cheers,
chojje
230
#230
ETF2L
10 Frags +

https://puu.sh/qWter/56dbb78baa.png

Although you did mention about fixing the roofs extending too far, I don't reckon there being anything in changelogs about extending the roofs on mid like this. The bigger issue with these on both sides of the map is that they look like you could jump on to them right on the edge but they are not solid however so you just fall back down on the catwalk, either looking like you could jump on to them or messing up jumps. This was not an issue in u10 version, only u13.

[img]https://puu.sh/qWter/56dbb78baa.png[/img]

Although you did mention about fixing the roofs extending too far, I don't reckon there being anything in changelogs about extending the roofs on mid like this. The bigger issue with these on both sides of the map is that they look like you could jump on to them right on the edge but they are not solid however so you just fall back down on the catwalk, either looking like you could jump on to them or messing up jumps. This was not an issue in u10 version, only u13.
231
#231
8 Frags +

pls fix that shit i keep falling off

pls fix that shit i keep falling off
232
#232
cp_snakewater
33 Frags +

Hey everyone. I'm shipping the updated Snakewater to Valve today. I've been working hard the past few weeks to get them to accept and include the custom content graciously created for the map, to no avail. I still decided to go ahead with the update, as the hard work put into the gameplay update definitely deserves recognition.

Here's a link to the version I'm sending to valve. It should be as good as finished - if you find any bugs please alert me quickly so I can notify Valve.

Download u14: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u14.bsp

Changelog u14:

* Reduced size of roof awnings to better match clips
* Removed custom content
* Fixed a malicious sightline

I will get back once the map is officially updated with a more proper changelog for _final1, and proper acknowledgement for all involved in the update process.

Cheers,
chojje

Hey everyone. I'm shipping the updated Snakewater to Valve today. I've been working hard the past few weeks to get them to accept and include the custom content graciously created for the map, to no avail. I still decided to go ahead with the update, as the hard work put into the gameplay update definitely deserves recognition.

Here's a link to the version I'm sending to valve. It should be as good as finished - if you find any bugs please alert me quickly so I can notify Valve.

[size=16]Download u14: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u14.bsp[/size]

[u]Changelog u14:[/u]

* Reduced size of roof awnings to better match clips
* Removed custom content
* Fixed a malicious sightline

I will get back once the map is officially updated with a more proper changelog for _final1, and proper acknowledgement for all involved in the update process.

Cheers,
chojje
233
#233
15 Frags +

Just took a look round the map and spotted only 1 super-minor issue. The light in kitchen on the red side is not actually on the wall, and sort of floats in mid-air. Blu side is fine.

http://i.imgur.com/Zhre3c8.jpg

http://i.imgur.com/TzWWmST.jpg

I realise I'm being really picky here, but anyway, now you know. :P

Just took a look round the map and spotted only 1 super-minor issue. The light in kitchen on the red side is not actually on the wall, and sort of floats in mid-air. Blu side is fine.

[img]http://i.imgur.com/Zhre3c8.jpg[/img]
[img]http://i.imgur.com/TzWWmST.jpg[/img]

I realise I'm being really picky here, but anyway, now you know. :P
234
#234
2 Frags +

Rip snakes and cheese );

Rip snakes and cheese );
235
#235
14 Frags +

What were their reasoning for not including the custom content? I honestly was really hopeful for at least the competitive-related decals movement to start becoming a thing in TF2 to help strengthen competitive presence.

What were their reasoning for not including the custom content? I honestly was really hopeful for at least the competitive-related decals movement to start becoming a thing in TF2 to help strengthen competitive presence.
236
#236
6 Frags +
uberchainWhat were their reasoning for not including the custom content? I honestly was really hopeful for at least the competitive-related decals movement to start becoming a thing in TF2 to help strengthen competitive presence.

From situations I've heard before, Valve want all assets to be paid for properly, but changing the way money is distributed is a big deal and they don't want to have to do it if they can avoid it.

There was an issue in Vanguard where some textures weren't properly credited and Fubar had to make a personal deal with the artist because Valve couldn't (or wouldn't) change the distribution by that point.

[quote=uberchain]What were their reasoning for not including the custom content? I honestly was really hopeful for at least the competitive-related decals movement to start becoming a thing in TF2 to help strengthen competitive presence.[/quote]
From situations I've heard before, Valve want all assets to be paid for properly, but changing the way money is distributed is a big deal and they don't want to have to do it if they can avoid it.

There was an issue in Vanguard where some textures weren't properly credited and Fubar had to make a personal deal with the artist because Valve couldn't (or wouldn't) change the distribution by that point.
237
#237
4 Frags +

so exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week

so exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week
238
#238
9 Frags +
nopeso exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week

It's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.

[quote=nope]so exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week[/quote]
It's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.
239
#239
-5 Frags +
Yrrnopeso exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this weekIt's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.

http://cdn.mos.cms.futurecdn.net/6cpmmSJzzJwv7kueeXbEoF-650-80.jpg
http://www.gosugamers.net/files/images/news/2015/may/olofmeister%20guardian%20angel1.jpg
http://i.imgur.com/O07cual.jpg
http://i.imgur.com/DTXCVET.jpg

etc

consistent rules, clearly

[quote=Yrr][quote=nope]so exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week[/quote]
It's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.[/quote]
http://cdn.mos.cms.futurecdn.net/6cpmmSJzzJwv7kueeXbEoF-650-80.jpg
http://www.gosugamers.net/files/images/news/2015/may/olofmeister%20guardian%20angel1.jpg
http://i.imgur.com/O07cual.jpg
http://i.imgur.com/DTXCVET.jpg

etc

consistent rules, clearly
240
#240
7 Frags +
nopeYrrnopeso exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this weekIt's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.http://cdn.mos.cms.futurecdn.net/6cpmmSJzzJwv7kueeXbEoF-650-80.jpg
http://www.gosugamers.net/files/images/news/2015/may/olofmeister%20guardian%20angel1.jpg
http://i.imgur.com/O07cual.jpg
http://i.imgur.com/DTXCVET.jpg

etc

consistent rules, clearly

what are you talking about?
all of those maps and artworks are owned and created by valve. this is a completely different situation lol

[quote=nope][quote=Yrr][quote=nope]so exactly how many ugly hats and cosmetics are currently in the game that valve is perfectly willing to pay creators for but as soon as it's something competitive related it's not happening? what a joke. fuck valve seriously :/ they've been screwing competitive over for 9 years and counting this week[/quote]
It's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.[/quote]
http://cdn.mos.cms.futurecdn.net/6cpmmSJzzJwv7kueeXbEoF-650-80.jpg
http://www.gosugamers.net/files/images/news/2015/may/olofmeister%20guardian%20angel1.jpg
http://i.imgur.com/O07cual.jpg
http://i.imgur.com/DTXCVET.jpg

etc

consistent rules, clearly[/quote]
what are you talking about?
all of those maps and artworks are owned and created by valve. this is a completely different situation lol
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