1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Puddy

Posts by Puddy

  • Dear Esther Getting Commercial Release

    • Puddy
    • May 17, 2012 at 3:11 PM
    Quote from insta

    You have a nice computer.

    Yet it's not powerful enough to render Dear Esther font

    rob: yes

  • Dear Esther Getting Commercial Release

    • Puddy
    • May 17, 2012 at 2:32 PM

    Steam Language: English.

    Some specs below, please let me know if you need something else.

    I tried verifying integrity of local installation; no change.

    Code
    Machine name: PATRICK-DATOR
    
    
       Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120330-1504)
    
    
               Language: Swedish (Regional Setting: Swedish)
    
    
    System Manufacturer: System manufacturer
    
    
           System Model: System Product Name
    
    
                   BIOS: BIOS Date: 02/05/10 19:13:52 Ver: 08.00.10
    
    
              Processor: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4 CPUs), ~3.4GHz
    
    
                 Memory: 8192MB RAM
    
    
    
    
             Card name: AMD Radeon HD 6900 Series
    
    
           Manufacturer: Advanced Micro Devices, Inc.
    
    
              Chip type: ATI display adapter (0x6718)
    
    
               DAC type: Internal DAC(400MHz)
    
    
             Device Key: Enum\PCI\VEN_1002&DEV_6718&SUBSYS_E182174B&REV_00
    
    
         Display Memory: 1762 MB
    
    
       Dedicated Memory: 2030 MB
    
    
          Shared Memory: 3828 MB
    
    
           Current Mode: 1920 x 1080 (32 bit) (60Hz)
    
    
           Monitor Name: Allmän PnP-bildskärm
    
    
          Monitor Model: DELL U2311H
    
    
             Monitor Id: DELA05F
    
    
            Native Mode: 1920 x 1080(p) (60.000Hz)
    Display More
  • Dear Esther Getting Commercial Release

    • Puddy
    • May 17, 2012 at 1:12 PM
    Quote from robert.briscoe

    Can anyone who owns the game on steam please do me a favour, just run it and tell me if the main menu font looks like this:[Blocked Image: http://i.imgur.com/GDopf.jpg]

    I get the lower font.

  • The Avengers

    • Puddy
    • May 17, 2012 at 7:48 AM

    yeah, Up was actually not so good imho

  • What have you watched recently?

    • Puddy
    • May 16, 2012 at 10:35 AM

    Oh right, I forgot about those hick-ups. Then it becomes a bit more grounded in reality.

    Also, I think his wife is kinda hot.

  • Diablo 3

    • Puddy
    • May 16, 2012 at 8:39 AM

    I only played like 20 minutes yesterday. I'm still in starting area and I've gained just two levels. But man, it was fun right from the get-go... and now I'm sitting at work, shivering like a junkie, because I want to to get back in the game and spam attacks at shambling zombies.

  • What have you watched recently?

    • Puddy
    • May 16, 2012 at 6:10 AM
    Quote from Chimeray

    The next 3 days, good movie and excellent acting Very believable scenario, some things fell a bit too perfectly into place like it only happens in the movies but nothing that would make you cringe, not that cliché overall at all.Def recommend it! Movie from 2010 so probably a lot of you guys have seen it already...?

    It's a very unbelievable scenario imho. As you said, things line up a bit too much. But that film is fucking great. It's just so enjoyable; I was taken by surprise!

  • Diablo 3

    • Puddy
    • May 15, 2012 at 9:43 PM

    Puddy#2275

  • Diablo 3

    • Puddy
    • May 15, 2012 at 6:50 PM

    Yes

  • Diablo 3

    • Puddy
    • May 14, 2012 at 11:36 AM

    I was never a Diablo player so I'm not too hyped. I missed the open beta too.

    Probably gonna pick it up shortly after release though; we'll see if I take a liking!

  • DayZ Mod for ARMA II

    • Puddy
    • May 14, 2012 at 7:44 AM
    Quote from generalvivi

    I couldn't launch it. kept kicking me out to the front each time I joined a server. [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Have you opened the ports for the game? The game kept kicking me out too before I did that.

  • DayZ Mod for ARMA II

    • Puddy
    • May 13, 2012 at 8:53 PM

    tried it out for about an hour today! it's really, really cool although it's really, really rough around the edges haven't encountered anyone yet, I've just prowled around some villages, scavenged and killed some goats for food.

    ... this shit got potential!

  • ITT: Post maps/scenes that never saw the light of the day.

    • Puddy
    • May 12, 2012 at 10:20 PM

    insta & KungFuSquirrel

    Thanks! I may revisit the concept in the future. The reason I halted production was that I really wanted a different mood / setting more akin to L4D1 (rainy, dark and grey urban landscape). Left 4 Dead 3 maybe?

  • ITT: Post maps/scenes that never saw the light of the day.

    • Puddy
    • May 12, 2012 at 9:45 AM

    Scrapped scavenge / survival L4d2 map where one player was to be located in a completely secure apartment, able to survey the map and cover his friends with a sniper rifle (pic2). If everyone died on the ground, it would be game over (regardless of the sniper's condition). The challenge of the map would be for the 3-man team to maximize the sniper's opportunities and avoid blind spots as much as possible (apartments, sewers etc). The map never came too far along and looks horrible in this state.

    [Blocked Image: http://i.imgur.com/5hwFV.jpg]

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

  • Portal 2's The Perpetual Testing Initiative

    • Puddy
    • May 11, 2012 at 7:12 AM

    Aren't the maps stored locally somehow in any case?

    If I worked with this tool I would definitely look into a bulletproof backup option. You just never know...

  • MapCore Job Census

    • Puddy
    • May 10, 2012 at 8:28 PM

    From what I've heard we may want to nail the coffin shut? Congrats again on UWE!

  • DayZ Mod for ARMA II

    • Puddy
    • May 10, 2012 at 3:39 PM
    Quote from Mazy

    Still waiting for somebody to do a proper open world zombie game (plz Rockstar). Maybe having a randomized destination you have to reach and then loads of forests, villages and cities to cross and scavenge. Seriously don't get why somebody hasn't done this yet. Tho mods like this are nice, then having a proper game could be amazing.

    Word.

    Sentura: They're a welcome antagonist.

  • DayZ Mod for ARMA II

    • Puddy
    • May 10, 2012 at 12:54 PM

    This looks and sounds really cool!!! Will try and find the time for it

  • Portal 2's The Perpetual Testing Initiative

    • Puddy
    • May 10, 2012 at 11:48 AM
    Quote from Sentura

    you can't have great products without great challenge. all i see here is excuses that should never have been made, essentially forcing what could have been something amazing into the framing of something mediocre.

    I just have a hard time hearing the word "mediocre" when in a discussion about Portal 2's design. It's a truly great game and, as you said, it just comes down to taste if you agree with me on that or not. Actually, it was an amazing game.

    Quote from Sentura

    something that happened while i was playing through portal 2, was that i got fed up with how complex the puzzles had become. by the end of the game i was really annoyed with the chambers because of all the new mechanics that did nothing to help the (my) player experience. and i think this is a huge problem in the industry actually, that games focus on mechanics and quantitative results to attempt at making something better. a game doesn't need new mechanics to be more enjoyable, because mechanics aren't inherently affecting the player experience. people are only starting to become aware of this now, but i'm hoping that this will become a stronger point in game design; especially in triple A development.

    For me, every new mechanic was a puzzle initself that I had to wrap my head around. I liked figuring out the capabilities of each mechanic and what kind of combinations you could make. I can't say I've observed the problem with the increasing quantity of mechanics in games in general; not in a negative light anyway.

    Quote from Sentura

    case in point: the best part for me was definitely the beginning of the old aperture science, where exploration was key and all you had was portals. which, when i think about it, ties in nicely to what i stated before with the environment.

    I loved that part. It was a nice detour and I'm a huge fan of such epic exploration setpieces. However, it couldn't, and shouldn't, last for a full game IMHO. I like my gels, my lasers and my light bridges.

    Quote from Sentura

    this statement is ironic seeing as you wanted to put down Pogop for his opinion.

    It's just the PogoP "meme" that he's trying to shake by nervously proclaiming he's not a troll every now and then.

    I hope he wasn't offended. <3

  • Portal 2's The Perpetual Testing Initiative

    • Puddy
    • May 10, 2012 at 10:22 AM
    Quote from Sentura

    i doubt that the game would fall short; there's a ton you could do with different environments, and especially making exploration a big part of it. it's not so much what you can do, it's what you can do within an environment. the test chambers were very limited in portal one, it would seem a natural progression that the outside and regular buildings and stuff would provide a new challenge to the same mechanics.

    Moving away from chambers would drastically increase the cost of creating puzzles. The chambers are a great fit for Portal as the player accepts them as plausible constructions even though they are very simple and only feature basic detailing (Portal 2 increases this level of detail of course). Simple detailing and simple geometry means fast and cheap construction times, which is great when a puzzle is bound to go through many iterations before being final.

    Furthermore, it would probably be hard to divide up "regular" buildings into portable and non-portable surfaces. Props and details could get in the way of the player's escapades. Also, being forced to construct plausible real world locations that work great as puzzles would be a time-consuming challenge and if the environments are designed after the puzzles, players might possibly feel the environments are contrived.

    Quote from Sentura

    in the vein of what Chimeray said; now when you use every mechanic available in a puzzle, the puzzle becomes cluttered and obfuscated in complexity, and that is detrimental to the player experience because of the frustration it will end up causing. in the first game, you could use every mechanic and still be within a player-friendly frame that would not frustrate them.

    User-made chambers are not a good showcase for the new mechanics. I loved Portal 2 and never found the various mechanics combinations to be frustrating. Just refreshing. Virtually every game can be subject to this kind of abuse. Throwing too many mechanics at the player at once is usually never a good idea.

    Quote from Sentura

    i'm not saying you can't have your opinion, i'm just stating my opinion.

    Whenever there's a clash of subjective opinions, this goes without saying (unless you are talking to a fanatic of some sort). It is also applicable to the Bioshock thread...

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™