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  3. Rick_D

Posts by Rick_D

  • Aliens: Colonial Marines - WTF Happened!?!

    • Rick_D
    • February 12, 2013 at 12:55 PM

    just played a little, it's a game, not the best ever released but it's enjoyable enough to keep playing. the sound design is pretty slick, the weapon sounds are glorious and worth a purchase alone

    visually i have seen worse but this is definitely not a game that looks good compared to more up-to-date vidya.

    i'll keep playing it because it's another outing into the alien universe, but if that wasn't there i doubt i'd even give it a second glance. i guess that was a discussion had often internally..

    hopefully we'll get a post-mortem, i seriously doubt it, but it would be a fascinating read (i know it's tough working with outside publishers and movie franchises, i can't imagine that made the process easier)

  • I need to KILL HOSTAGES!

    • Rick_D
    • February 10, 2013 at 1:22 PM

    cs_ is not a good competitive mechanic for many reasons.. you cannot rely on player skill and team tactics because of AI, and most maps are heavily biased towards defenders so any good team can just destroy attackers. the dynamics of de_ maps is just a lot better for competitive play.

    cs_ is more of a pub muck-around gametype; which is great because you can really have some fun with it: try making ct's be the defenders, try spreading out the hostages, add in crazy biased areas, make the maps huge and sprawling etc. I think cs_ completely has it's place and it's a great gametype for level designers to really play around with the limits of the game. just don't force yourself to be constrained by the whole "oh this will be unfair if so-and-so happens". fuck it, have fun!

  • CS:GO Patch 1/23/13 - Workshop

    • Rick_D
    • February 8, 2013 at 6:25 PM

    pool day beat me for the top spot for a while there but it's been put back in it's shitty place. go subscribe to the mapcore maps!

    by the way, we should tag our maps in the description as #mapcore or some such nonsense, so people know they are getting the utmost in quality and gameplay!

  • CS:GO Patch 1/23/13 - Workshop

    • Rick_D
    • February 7, 2013 at 7:52 PM
    Quote from Zyndrome

    And there's the workshop! And what map is up, front and center on the announcement? Hehe, Mapcore strikes again!

    mapcore! mapcore! mapcore!

    [Blocked Image: http://dmgroup.jigsy.com/files/images/CheeringWoman.jpg]

  • The Natural Selection 2 Thread

    • Rick_D
    • February 6, 2013 at 11:02 PM

    >1680x1050

    how does it feel to be scum

  • Aliens: Colonial Marines - WTF Happened!?!

    • Rick_D
    • February 6, 2013 at 11:00 PM

    marketing person 1: how do we market this to the Call of Duty generation? they've probably never even heard of the alien franchise... in fact i myself am only 25 years old and have only seen alien vs predator

    marketing person 2: hurrrrrrrrrr

    marketing person 1: good point

    marketing person 3: duke nukem forever was a great success, let's get the same voice actor and shit out a script all those pathetic video game losers will lap up like the scum they are

    marketing person 2: durrrrrrrrrrr, that'll be 40 million dollars

    i was actually in on this meeting, hopefully they won't mind me posting this transcript

  • Gabe Newell: Reflections of a Video Game Maker

    • Rick_D
    • February 4, 2013 at 2:23 PM

    how do you know he isn't?

  • MapCore CS:GO Playtesting 2.0

    • Rick_D
    • February 4, 2013 at 2:19 PM

    Thanks for input, I will compile them and make adjustments. Really appreciated!

    To address a couple concerns:

    Long flanking routes: intended to force players to commit to defence and as a punishment for "Terrorist-Hunting". If 2 groups of CT push both bomb sites simultaneously they pin T and win.

    Drop-down hole being 1-way: another "force players to commit", they are 100% safe while inside the house, so when they push bombsite they must commit 100%, a trade-off for their security. /edit: I think the problem comes from ambiguity of whether the player can get back up, that needs to be more obvious before you drop down

    Only 3 routes: intended to focus action and force players to use either teamwork, smoke/flash grenades, or pure aimbotting skill. i was hoping it would create a very "instant and predictable action" style of gameplay. Along the lines of de_train where you know 100% that you will see an enemy somewhere, and the kind of gameplay that spawns from not seeing them, pushing, delaying pushes etc.

    Chokepoint from CT spawn to top bombsite: I agree, it's a little too brutal and a skilled player can hold off an entire team - I was hoping it would play like tunnel-into-B in de_dust2, but I may have misjudged how hard it is to retake the site. I will work a secondary route around the generator to bring you out in roughly the same place, but with a different sight-line entering the bombsite; I'd still like to keep the "punishment" for losing the site, and the stress of trying to retake (infernos small bombsite was inspiration, both entry routes are hell to retake) - but it needs balancing.

    Thanks again for the input, much appreciated!

  • Proteus

    • Rick_D
    • February 2, 2013 at 1:57 PM

    http://store.steampowered.com/app/219680/

    http://www.visitproteus.com/

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    so, any ideas what the fuck that was about?

  • Gabe Newell: Reflections of a Video Game Maker

    • Rick_D
    • February 1, 2013 at 10:54 PM

    i could honestly listen to gabe talk all day

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 28, 2013 at 2:07 PM

    by mail, didn't know there was another option til i read the thread here. maybe i should submit it there as well..

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 28, 2013 at 7:04 AM
    Quote from JeanPaul

    Where did this come from? How long did it take you?

    on and off about 6 weeks i think.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 27, 2013 at 9:34 PM

    no really, email gabe

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 27, 2013 at 9:34 PM
    Quote from Puddy

    Damn Rick, he makes us all look bad.

    It plays well too.

    tell it to gabe

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 27, 2013 at 8:59 PM

    de_favela

    on mapcore server, sent to Map Workshop, fingers crossed ol' buddies

    [Blocked Image: http://i.imgur.com/O3PY0z6.jpg]

    [Blocked Image: http://i.imgur.com/hm9nC4m.jpg]

    [Blocked Image: http://i.imgur.com/9t46JY6.jpg]

  • The random model thread!

    • Rick_D
    • January 27, 2013 at 7:07 PM
    Quote from Beck

    Which method would be the best to attach these pieces together into a single model? Currently there aren't any gaps viewable from the front of the model so would it be sufficient to just attach them together without welding any verticies? Or is it best to weld them all? (I'd have to cut the mesh up in a few places to add a few more verts to weld to.)

    If there is a hard edge in the smoothing group, or a split in the UVs then it doesn't matter if you weld them or not, they will get split in the engine anyway. Keep it separate, it's fine.

    Quote from Beck

    Another question, is it better to model details seen below using extrusions or is it cheaper to just use primitives for stuff like this and have them intersecting the door?

    you are adding so few tris that it's inconsequential.

    Real world scenario:

    1) you make it from as few polies as possible, floating geometry etc. You have to spread out your UVs, and you have a biug empty space on the door where your floating geometry would be in the 3d world. now when you LOD the model you have to make sure your texture underneath supports that.

    2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage.

    Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door.

    Quote from Beck

    Also, do you guys have any critiques on the model? Anything I should add or remove? Is it too detailed anywhere? The current poly count for the model is 743.

    Looks good!

  • Splinter Cell: Blacklist

    • Rick_D
    • January 27, 2013 at 6:48 PM

    thank god we're still killing darkies

  • Bioshock Infinite (Spoiler free thread)

    • Rick_D
    • January 16, 2013 at 11:30 AM
    Quote from dux

    Who the fuck chose the game cover art for this?

    It's fucking TERRIBLE.

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/a/a3/Official_cover_art_for_Bioshock_Infinite.jpg]

    i actually agree. it's battlefield in a funfair.

  • The random model thread!

    • Rick_D
    • January 14, 2013 at 6:41 AM
    Quote from D3ads

    Nice, reminds me of the wrecked Iveco truck in Metro 2033...

    [Blocked Image: http://www.igcd.net/images/034/834.jpg]

  • The random model thread!

    • Rick_D
    • January 5, 2013 at 9:09 PM
    Quote from kanine01

    Was that about the sword I made or the guy above me?

    not you

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