Preskoči na sadržaj
Korištenjem servisa na Twitteru pristajete na korištenje kolačića. Twitter i partneri rade globalno te koriste kolačiće za analize, personalizaciju i oglase.

Za najbolje sučelje na Twitteru koristite Microsoft Edge ili instalirajte aplikaciju Twitter iz trgovine Microsoft Store.

  • Naslovnica Naslovnica Naslovnica, trenutna stranica.
  • O Twitteru

Spremljena pretraživanja

  • obriši
  • U ovom razgovoru
    Ovjeren akauntZaštićeni tweetovi @
Predloženi korisnici
  • Ovjeren akauntZaštićeni tweetovi @
  • Ovjeren akauntZaštićeni tweetovi @
  • Jezik: Hrvatski
    • Bahasa Indonesia
    • Bahasa Melayu
    • Català
    • Čeština
    • Dansk
    • Deutsch
    • English
    • English UK
    • Español
    • Filipino
    • Français
    • Italiano
    • Magyar
    • Nederlands
    • Norsk
    • Polski
    • Português
    • Română
    • Slovenčina
    • Suomi
    • Svenska
    • Tiếng Việt
    • Türkçe
    • Български език
    • Русский
    • Српски
    • Українська мова
    • Ελληνικά
    • עִבְרִית
    • العربية
    • فارسی
    • मराठी
    • हिन्दी
    • বাংলা
    • ગુજરાતી
    • தமிழ்
    • ಕನ್ನಡ
    • ภาษาไทย
    • 한국어
    • 日本語
    • 简体中文
    • 繁體中文
  • Imate račun? Prijava
    Imate račun?
    · Zaboravili ste lozinku?

    Novi ste na Twitteru?
    Registrirajte se
Profil korisnika/ce TheHorseMangler
Cory De La Torre
Cory De La Torre
Cory De La Torre
@TheHorseMangler

Tweets

Cory De La Torre

@TheHorseMangler

#LevelDesign | #EnvironmentArt Past: Env art @gunfire_games Current: SICK NASTY Level Design @Respawn. #Apex #SteamVR developer @scraggyrascalgames.

Somewhere
Vrijeme pridruživanja: prosinac 2014.

Tweets

  • © 2020 Twitter
  • O Twitteru
  • Centar za pomoć
  • Uvjeti
  • Pravila o privatnosti
  • Imprint
  • Kolačići
  • Informacije o oglasima
Odbaci
Prethodni
Sljedeće

Idite na profil osobe

Spremljena pretraživanja

  • obriši
  • U ovom razgovoru
    Ovjeren akauntZaštićeni tweetovi @
Predloženi korisnici
  • Ovjeren akauntZaštićeni tweetovi @
  • Ovjeren akauntZaštićeni tweetovi @

Odjava

Blokiraj

  • Objavi Tweet s lokacijom

    U tweetove putem weba ili aplikacija drugih proizvođača možete dodati podatke o lokaciji, kao što su grad ili točna lokacija. Povijest lokacija tweetova uvijek možete izbrisati. Saznajte više

    Vaši popisi

    Izradi novi popis


    Manje od 100 znakova, neobavezno

    Privatnost

    Kopiraj vezu u tweet

    Ugradi ovaj Tweet

    Embed this Video

    Dodajte ovaj Tweet na svoje web-mjesto kopiranjem koda u nastavku. Saznajte više

    Dodajte ovaj videozapis na svoje web-mjesto kopiranjem koda u nastavku. Saznajte više

    Hm, došlo je do problema prilikom povezivanja s poslužiteljem.

    Integracijom Twitterova sadržaja u svoje web-mjesto ili aplikaciju prihvaćate Twitterov Ugovor za programere i Pravila za programere.

    Pregled

    Razlog prikaza oglasa

    Prijavi se na Twitter

    · Zaboravili ste lozinku?
    Nemate račun? Registrirajte se »

    Prijavite se na Twitter

    Niste na Twitteru? Registrirajte se, uključite se u stvari koje vas zanimaju, i dobivajte promjene čim se dogode.

    Registrirajte se
    Imate račun? Prijava »

    Dvosmjerni (slanje i primanje) kratki kodovi:

    Država Kod Samo za korisnike
    Sjedinjene Američke Države 40404 (bilo koje)
    Kanada 21212 (bilo koje)
    Ujedinjeno Kraljevstvo 86444 Vodafone, Orange, 3, O2
    Brazil 40404 Nextel, TIM
    Haiti 40404 Digicel, Voila
    Irska 51210 Vodafone, O2
    Indija 53000 Bharti Airtel, Videocon, Reliance
    Indonezija 89887 AXIS, 3, Telkomsel, Indosat, XL Axiata
    Italija 4880804 Wind
    3424486444 Vodafone
    » Pogledajte SMS kratke šifre za druge zemlje

    Potvrda

     

    Dobro došli kući!

    Vremenska crta mjesto je na kojem ćete provesti najviše vremena i bez odgode dobivati novosti o svemu što vam je važno.

    Tweetovi vam ne valjaju?

    Prijeđite pokazivačem preko slike profila pa kliknite gumb Pratim da biste prestali pratiti neki račun.

    Kažite mnogo uz malo riječi

    Kada vidite Tweet koji volite, dodirnite srce – to osobi koja ga je napisala daje do znanja da vam se sviđa.

    Proširite glas

    Najbolji je način da podijelite nečiji Tweet s osobama koje vas prate prosljeđivanje. Dodirnite ikonu da biste smjesta poslali.

    Pridruži se razgovoru

    Pomoću odgovora dodajte sve što mislite o nekom tweetu. Pronađite temu koja vam je važna i uključite se.

    Saznajte najnovije vijesti

    Bez odgode pogledajte o čemu ljudi razgovaraju.

    Pratite više onoga što vam se sviđa

    Pratite više računa da biste dobivali novosti o temama do kojih vam je stalo.

    Saznajte što se događa

    Bez odgode pogledajte najnovije razgovore o bilo kojoj temi.

    Ne propustite nijedan aktualni događaj

    Bez odgode pratite kako se razvijaju događaji koje pratite.

    Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
    • Prijavi Tweet

    Playing Precipice on live has been really interesting. And it's the first time I've gotten a TF2 map in-game, but it's a super weird situation so I'd thought I'd talk about it for #blocktober and give it a thought breakdown:pic.twitter.com/YNEksqsQc6

    08:38 - 13. lis 2019.
    • 31 proslijeđeni Tweet
    • 112 oznaka „sviđa mi se”
    • Tobiased Lauren icy McCoolName Bruce Boatman 14bit Alex Graner Next Level Design Olivier Schyns 🇪🇺🇧🇪🇫🇷 Apples🍎
    9 replies 31 proslijeđeni tweet 112 korisnika označava da im se sviđa
      1. Novi razgovor
      2. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Precipice was originally designed back in 2011, as part of a challenge to speedup and solve issues in my workflow as a level designer. I wanted to push myself out of that modder mentality and finally release something (and it didn't happen obviously) but I did learn a lot.pic.twitter.com/ugSDRJSxVT

        1 reply 0 proslijeđenih tweetova 14 korisnika označava da im se sviđa
        Prikaži ovu nit
      3. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The goals were simple: Make a layout and compete it in 14 days, a little unrealistic sure, but that was just the layout itself. This involved playtesting often and early, and iterating feedback rapidly. Adjusting my approach to rapid iteration was great, and something I carried..pic.twitter.com/2e6YWMSmru

        1 reply 0 proslijeđenih tweetova 12 korisnika označava da im se sviđa
        Prikaži ovu nit
      4. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        ...forward into other projects. I started it on Oct 1st of 2011 and had planned to fully finish and release the map Oct 31st, which was extremely ambitious. But I was making changes pretty much everyday which felt awesome to see.pic.twitter.com/rkfv0Wkvai

        1 reply 0 proslijeđenih tweetova 12 korisnika označava da im se sviđa
        Prikaži ovu nit
      5. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The goal wasn't to really release the map, but to feel like I had a deadline and pressure myself to rapidly protoype. As a modder you have indefinite time. You can literally work forever and not really think about the value of what you're making versus the time spent making it.

        1 reply 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
        Prikaži ovu nit
      6. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Here are a couple of excerpts I have from the doc I put together for the map. These were some of the goals I had in mind while coming up with the map idea. This challenge was mostly encouraged by @GameLevelDesign 20 day layout challenge.pic.twitter.com/sh3gw7SqLU

        1 proslijeđeni tweet 11 korisnika označava da im se sviđa
        Prikaži ovu nit
      7. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Oct 31st came and went, and the map wasn't finished. I shelved it and got back to it years later in 2013. As visible in the images below, the layout hasn't changed a ton. It went from being a super open sightline heavy layout to a typical tf2 "windy, flowing" layoutpic.twitter.com/XMYRDfRsvb

        1 reply 0 proslijeđenih tweetova 11 korisnika označava da im se sviđa
        Prikaži ovu nit
      8. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        But again it wasn't released. Procrastination got the best of me and other projects such as dota workshop stuff started to take my interest and time. I thought to myself "I love tf2, but it's 8 years old now, why bother" .... Oh boy.

        1 reply 0 proslijeđenih tweetova 8 korisnika označava da im se sviđa
        Prikaži ovu nit
      9. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        For some reason or another I got back into tf2 this year and had the urge to map for it. But, the inability to do anything outside of work contractually left me feeling pretty bummed. I hit up my longtime env art buddy @TanookiSuit3 and asked him if he wanted to finish the map.

        1 reply 1 proslijeđeni tweet 10 korisnika označava da im se sviđa
        Prikaži ovu nit
      10. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        I just keep thinking about it seeing the light of day, at least, in some form. When I had last worked on it was so so close to being done, but it clearly needed much more playtesting and art polish.pic.twitter.com/tXg2zx9imc

        1 reply 0 proslijeđenih tweetova 7 korisnika označava da im se sviđa
        Prikaži ovu nit
      11. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        He stepped up to the task and knocked it out of the park.. literally. The map went into this years scream fortress which feels amazing but super weird at the same time... When I first designed precipice tf2 from a meta perspective was VERY different.

        1 reply 0 proslijeđenih tweetova 8 korisnika označava da im se sviđa
        Prikaži ovu nit
      12. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Maps like pl_hoodoo, goldrush and badwater were all the rage and across multiple 24/7 on-repeat servers. That was TF2 back then. 24/7 choke heavy map servers, with 32 players max. Tf2 was never intended for 32 players, even now official matchmaking servers have a cap of 24pic.twitter.com/QVceN1gxZT

        1 reply 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
        Prikaži ovu nit
      13. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Players LOVED grinding thru choke points. It felt super rewarding to organize a steady but strong push over a period of 5 mins to FINALLY break into a control point and gain ground as the offense. Maps like dustbowl, badwater, and goldrush were NUTS on 32 player servers.

        0 proslijeđenih tweetova 10 korisnika označava da im se sviđa
        Prikaži ovu nit
      14. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The chokepoint design approach reached an all time high when pl_hoodoo was released, and is what mostly inspired me in design of precipice back then. The live game meta has shifted significantly since then and maps have gotten a little more empty with more flank routes.

        1 reply 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
        Prikaži ovu nit
      15. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The funny thing is over time, working on precipice... it eventually moved away from that new developing meta. Routes got more condensed, some removed, and it transformed the map into a choke heavy, linear attack/defend type of map. But.. it was designed for 32 players in mind...

        1 reply 0 proslijeđenih tweetova 7 korisnika označava da im se sviđa
        Prikaži ovu nit
      16. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Again looking at the starting area of the map, this was really evident in release versus in-dev. Ultimately tho, these changes were really healthy to the layout and solved a ton of issues with sightlines and flanks. The new winding payload route feels much more tf2-modern.pic.twitter.com/v2S3xXS49h

        1 reply 0 proslijeđenih tweetova 10 korisnika označava da im se sviđa
        Prikaži ovu nit
      17. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The core thing that precipice has retained since early dev was that I always wanted to build a map that felt like a free space to move around, and ultimately had some freedom to navigate and push. I definitely never predicted the tf2 meta would actually move in that direction...

        1 reply 0 proslijeđenih tweetova 6 korisnika označava da im se sviđa
        Prikaži ovu nit
      18. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Precipice still features a lack of core structures that impede aerial movement, and I haven't seen too many players take advantage of this on live, but it's still very early to tell. Rocket and double sticky jumps are very strong in getting around on the map. Lots of verticalitypic.twitter.com/pRL2MkJasa

        1 reply 0 proslijeđenih tweetova 11 korisnika označava da im se sviđa
        Prikaži ovu nit
      19. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        The player "ceiling" is pretty high up allowing classes with vertical dominance to gain some strong ground.pic.twitter.com/08WAUWy8LK

        1 reply 0 proslijeđenih tweetova 11 korisnika označava da im se sviđa
        Prikaži ovu nit
      20. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        And that's my TED talk on how to release a map over 8 years later. All jokes aside though I'm super stoked to watch it continue to transform. A map is never really "done" and while I haven't touched it since 2015 I hear @TanookiSuit3 has some great balance changes coming up.

        1 reply 0 proslijeđenih tweetova 22 korisnika označavaju da im se sviđa
        Prikaži ovu nit
      21. Cory De La Torre‏ @TheHorseMangler 13. lis 2019.
        • Prijavi Tweet

        Also in typical game development fashion, handing it over to someone who wasn't part of the original creation is a really cool thing to see. It's rad watching the map evolve without me stressing over every minute detail. It's freeing, honestly.

        0 replies 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
        Prikaži ovu nit
      22. Kraj razgovora

    Čini se da učitavanje traje već neko vrijeme.

    Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.

      Sponzorirani tweet

      false

      • © 2020 Twitter
      • O Twitteru
      • Centar za pomoć
      • Uvjeti
      • Pravila o privatnosti
      • Imprint
      • Kolačići
      • Informacije o oglasima