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  3. Rick_D

Posts by Rick_D

  • paris hilton is no more in prison...

    • Rick_D
    • June 9, 2007 at 8:24 PM

    I prefer nicole ritchie - when she wasn't a stick figure

    by a show of hands who wouldn't fuck paris hilton in the mouth?

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • June 9, 2007 at 8:22 PM

    Are you actually going to release though right? All this hype - I would chuckle if it died xD

  • Hitler's live account banned

    • Rick_D
    • June 9, 2007 at 11:53 AM

    Am I the only one who the the "humour" was seriously lacking? That was shit!

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • June 9, 2007 at 11:53 AM

    IT'S JUNE 9TH!

    (see what I did there, pretty subtle for mapcore standards..)

  • Valve = amazine

    • Rick_D
    • June 9, 2007 at 11:52 AM

    It's just ATI, Fletch, not "the latest ATI card".

    I already own the games but it's useful to have backup accounts, maybe you want to give one to a friend to play some mods with or maybe you just want to install some cheats and not get your main account banned

  • Valve = amazine

    • Rick_D
    • June 8, 2007 at 8:21 PM

    http://www.steampowered.com/ati_offer1a/

    I signed up another steam account just so I had another account with some games on it - honestly valve = legends.

  • totally random texture thread

    • Rick_D
    • June 8, 2007 at 8:06 PM
    Quote from st0lve

    those are massive

  • Insurgency Trailer Release & Website Launch

    • Rick_D
    • June 8, 2007 at 8:05 PM

    ITS JUNE 8TH WTF

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 8, 2007 at 7:29 PM
    Quote from BioPulse

    If your good at math you could even calculate how long it takes from a player to run let's say, 128, or 256 units.

    You can actually just count units to each chokepoint and if it's the same or ct's/t's have a few units in excess then you tell who will get there first

    I think at the moment (if you stuck rigidly to the dimensions - make your layout into a texture and load it into hammer and enlarge it and use it as a blueprint ) CT's have the timing advantage, as it should be, but it's a pretty close thing - just need to be careful the T's don't have any major advantages that would cause them to be able to just run rampant on the CT's

  • Goodbye Canada, Hello Spain!

    • Rick_D
    • June 8, 2007 at 2:05 PM

    has he told you about the goatse!

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 8, 2007 at 1:55 PM
    Quote from BioPulse

    Indeed, blocking out the basic routes can help alot, it doesn't take long, then you can take measurements of how long it takes going from A to B, Ct spawn to A and B and T spawn, and T spawn to ct , A and B.Comparing the times of T and CT you will see who will possibly have the upper hand in what areas.

    You could even draw a quick nav grid for bots to run about on, and see how balanced it is after about 3 hours of 5on5 or so.

    According to this you could add shortcuts, or even change the entire layout or make some routers longer/shorter.

    Taking these steps will probarbly improve gameplay on your map if it's as good a you want it yet.

    I agree - nothing helps like actually building it and playing it, and a good layout hasn't always meant the best map; but in my opinion you can tell a lot about how a map will play by looking at an overview, but as I said it never hurts to change things once they are already built just so long as you are dedicated to commit

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 8, 2007 at 1:52 PM

    Yes - I like that alot

    ONE more thing (promise!) - after spending a lot of time just looking at it and plotting out some tactics it seems that the stairs at T side would give the T's too many options to storm A before CT's could really do anything about it.

    [Blocked Image: http://aycu11.webshots.com/image/19330/2005924656929781702_rs.jpg]

    Just a thought

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 8, 2007 at 9:42 AM

    mhm I am not sure how well that cable car area fits into it - looks very thrown together - like thing walls and then massive metal supports D:

  • unfold3d

    • Rick_D
    • June 7, 2007 at 9:01 PM

    pelt mapping thnx

  • BTR-70 APC

    • Rick_D
    • June 7, 2007 at 8:53 PM

    or an alpha texture D:

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 7, 2007 at 8:43 PM

    Ran into problems sending Mail. Response: 421 Unexpected failure, please try later

    DEBUG MODE

    Line : 165

    File : smtp.php

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 7, 2007 at 8:39 PM

    Yeah but d2 sets it in a very stacked area of the map - this is very different to dust 2 imho - it has much the same 'theory' (middle connecting off to both bombsites for example) but it is far more close-combat and looks like a very "rushy" map.

    I like the simple widening of the A entrance - i would keep it like that as much as you can when it comes to laying it down in Hammer - you see you've got a great AWP shot into the lower A entrance, with another guy to the AWPers right who can watch upper - very nice 'held-back' positions to allow for an easy rotate if B gets taken.

    It looks like A is very small though - especially for a dining area, and more importantly for a bombsite; maybe expand it left and up (looking straight down at that drawing) just to give it more defensive areas once the T's plant.

    Sorry to keep going on about it but layout is pretty important, although there's no harm in changing it once you find out something doesn't work - as long as you have the patience to do it

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 7, 2007 at 1:15 PM

    [Blocked Image: http://xs216.xs.to/xs216/07233/simple.png]

    It looks like it has interesting dynamics but I don't think directly connecting A to B is a good idea, even if it is a raised area.

    Rather have the upper area in mid take you to B, and the upper area at the exit of T spawn take you to A.

    I would go so far as to move A and B back so they are level with CT spawn _or_ give CT's a better entrance into A or just give their entrance some kind of defensive point (book case with gaps so you can shoot through) because T's storming in through lower and upper will just rape most CT teams, and with B being so far away (CT's have better defensive positions by the time T gets there) what's to stop T's rushing A every time, knowing they can get there in time and destroy the CT team D:

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 7, 2007 at 1:07 PM
    Quote from buddy the designer

    He didn't liked my map! Pay back time! Jesus Rick, i don't care about what You've said 5 minutes ago, not to mention few months. You've made crappy map with odd looking grass, I won't tell You it's awesome and You should apply at Epic with it in Your portfolio. I won't agree with You when You want to put crappy stuff into it as well and not work on it more or atleast do it precisely rather than "5min, still a wip, can't work on it, ->portfolio".

    No offence.

    lol

    and people say I am a dick ;D

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 6, 2007 at 8:07 PM

    tsk tsk buddy so bitchy all the time, honestly - is it because I didn't like your DM map? Or are you always this shitty?

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