Don't get me wrong. I love Europe and would move there in a heartbeat, but living in a country where a simple task like buying groceries becomes hard could be a bit daunting.
Posts by Fletch
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I would apply... but I don't speak German. So that would probably be an issue.
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This is like when everybody laughed and said Johnny Depp couldn't make a pirate movie.
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Lawrence, KS
[Blocked Image: http://people.ku.edu/~bthomas1/house.jpg]
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mike just likes yellow shirts.
and don't be hatin on dr pepper. it comprises 40% of my blood.
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Lookin sexy. Align that wooden board texture.
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Quote from ReNo
I just watched the trailer and...it was crap. It shows nothing until that explosion at the end, and the special effects there looked like something out of the TV show "the outer limits" :x I wish they would stop all this remaking of old films, just make new ones godammit!
It's a teaser. It's not supposed to show footage, just build buzz.
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The area with all the wrecked cars worries me as far as gameply dynamics go. First of all, it seems like with that much crap lying around, quick navigation during firefights becomes difficult (especially getting snagged on props). My personal thought is that you should be able to run backwards when you need to through any good DM level without much problem (Q3A and UT fall along these lines).
Secondly, the area seems a bit prop happy. I think this is going to be the flaw of most first generation HL2 maps. It's such a new toy, that everybody sprinkles them on so much they lose all meaning. The critical flaw with HL@DM right now is that it's just dodgeball. Skill only accounts for abut 10% of your total score right now. Where you spawn, and what's lying next to you seem to matter more (as well as your ping determining if you can catch items fast enough). So when I see so much stuff strewn about, it gives me the heebie jeebies. In my mind, if an object can kill you in one hit, it needs to be treated like a weapon. Just like you wouldn't put 12 weapons in the same room in a DM level, you shouldn't put that many grav-gun affect props in a single area.
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Looks pretty good. The inside looks lacking compared to the outside, however. I'm not sure whether you went overboard with the vents or you just kept taking pictures of the same area, but there seem to be too many of them to justify.
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I love the shot of the shack by the sea.
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Plus you get to live in Madison, home to 2 of my ex-girlfriends.
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http://www.gamespot.com/features/6112889/index.html
If you want a pretty good accounting of what happened between the E3 Tech Demo and the final release, read that article by Gamespot. It's pretty long, but gives you a good feeling about what it took to get the game out.
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1) take out old card
2) put in new card
3) start computer
4) windows will be like "oh shit, that old card not there any more. buhleet it. and it will be gone"
5) windows will be like "hot shitz man, new toy. new toy. and will ask you for your drivers"
6) pop in cd, follow instructions
7) go download new drivers off the interweb to update everything.
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we'll put one in the ocean and split the difference
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Quote from DUFFY
i dont understand why this is such a mindfuck for most of you....you spend hours and hours on making a map and then when you make it and no one cares to play it all the time is wasted. when doing multiplayer maps, fun comes first (IE every map for counterstrike thats popular). for single player, who gives a shit, go wild, show us that post middle age architecture that you find so amazing.....but no one wants that garbage to slow down their FPS when all they care about is fragging the guy in front of them.
Again, Duffy speaks the truth... in his own unique way. People like to play fast and think as little as possible. This DOES NOT mean that we all need to start making killbox maps. Those maps tend to be popular for one reason: they're very small to download. Server ops are more willing to host a 200k map than a 5mb map if people are going to download it off them. Also, during the learning and adjusting period we're all going through right now, killboxes are quick and easy to make.
MY own personal feeling is that tiny crappy maps (like fy_iceworld) aren't fun. I like to play things where my performance has something to do with my relative skill. This is the problem I have with HL2DM right now. The maps have so many props lying around that they become killboxes. They're simply an excuse to play with the grav gun. In HLDM, the gameply equired to you effectively know how to navigate each map and use each weapon smartly (mmm trip mines). Right now, HL2DM doesn't have that. You can have the best aim in the world, but it doesn't matter when you're in a cramped room with 8 file cabinets being tossed around. It's chaos over skill. Eventually players are going to get tired of it.
So if you're planning on entering Valve's contest, for the love of god make sure your map rewards those with skill instead of those who can mash their grav gun as fast as possible.
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can you grav gun the trees? because that would be funny?
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you about:blank bitches are just too weak to handle a REEEEEAL webpage
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nice buldge down there, mate

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next time, when making first posts, try not to revive threads that have been dead for weeks