500 bucks for winning. Feels like a pittance compared to being included in an operation. ![]()
Posts by Puddy
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It's always a bit tricky to judge a 2D sketch and ultimately I think that most maps evolve away from their initial planning but it's definitely good to have a starting point!
What I can say by looking at your sketch is that CT's need to cover 5 main approaches, which is too many in my book. If CT's lose one guy, they are incredibly vulnerable. The sweet spot in official maps seem to be 3 or 4 (2 paths to first site, 1 path to second site and 1 mid path is usually the case).
Looking forward to seeing your progress!

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Rewatching this in anticipation of the finale. Want to lay out as many pieces of the puzzle myself before it gets spelled out.
This shit is tight. Depressing, but tight.

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Fcuk yeah
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[Blocked Image: http://store.valvesoftware.com/product_images/main_images/C0111%5B1%5D.png]
[Blocked Image: http://store.valvesoftware.com/product_images/main_images/tf2_spy_tshirt.png]
Hoodie is very nice and comfie (just be sure to get it 1 size larger than your regular size)!
Love Valve T-shirts cause they have designs and dont just slap logos on them. -
The respawning guards don't "respawn" per se. If enough guards are neutralized on the level, a patrol enters the level and comes to investigate and see why things have gone dark. This works well in co-op as you can have a lookout player etc and promotes stealth play where you avoid guards. I think an exact changelog will hit very soon.
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I'm not completely up to speed on the exact changes, as I'm doing new levels right now and haven't followed the Death Wish development too closely, but I thought a lot of those changes would be Death Wish only (like the body bags, guards shoot on sight etc)... :x
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Quote from ChopperDave
I was super stoked for the Deathwish update. But then I read about some of the gameplay changes made, and.....I'm gonna play something else. Nerfing people's ability to play the game a particular way that's not cheating that they enjoy is not OK in my book.
Hey! What are you referring to specifically?
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Cool trailer. But I've been fooled before.
Isn't that right... Prometheus?
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"fleshlights"
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Quote from shnytzlDisplay More
Hi,
so last night the CS:GO stickerworkshop was released, which means that there is another possibility to be creative as an 2D artist. Let's collect them all in one thread, shall we?
I'll start with mine, please have a look:
http://steamcommunity.com/sharedfiles/fi…s/?id=230885207 Greetings,
shnytzl
I had a look! My conclusion is that a team-specific sticker for a team that isn't well known or champions or something similar is very uninteresting; it simply has a very limited appeal.
Liked the duck though.
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Yo. Looks like a basic foundation for a map but... you should probably make a proper blockout. Before you do all the lighting and props.
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I would recommend that our artists should focus on weapon skins though.

1. Stickers require a lot of finnicky and detailed artwork.
2. In general, skins are waaaaay more interesting than stickers.
3. If your sticker is included in a sticker capsule, you will probably earn far less than if your skin was included in a weapon crate.
Just sayin'.
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Quote from MrTwoVideoCards
I think 80% of the csgo playerbase feel that way Vilham. But, somehow it got back in.
I think 80% of the csgo playerbase don't buy Operation passes.
In playtime per day, Seaside is in third place after Cache and Agency, so it must have a following. Don't forget that the maps were decided by a community vote.I'm a bit torn when it comes to the approach they chose for Operation Phoenix. On one hand, it's a bit less exciting when there's no completely new maps but on the other hand I do think there should be room for Operation maps to return and not just be one-offs that get swept aside after the end of each operation. In any case, I think it would be wise if Valve were a bit more transparent and, for example, clearly state that the next op would be returning maps, just so community level designers are on the same page and can plan accordingly.
Cache should probably get scooped up by Valve after this operation though (and it's creators should receive reasonable compensation).

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Cool skins! And wow, hella-cool website artwork!

This: http://media.steampowered.com/apps/csgo/imag…oenix/bg_01.jpg
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Halfway through season 2 of The Wire...
Goddamn I want to punch this "Ziggy" character in the face so hard.
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Quote from Izuno
I think it would be cool to have a mode where a Titan (or Titans) are required to unlock or open or destroy or advance or etc. something. Think Wolfy ET or Team Fortress or even some DoD maps over the years as minor examples. Clearly the epilogue sections of each Titanfall match already add a big element of Drama-Flavorbraughten™. I realize the beta only had a small number of modes so maybe you have something like that in the works for the March release or down the road.
Campaign mode?

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Quote from Pampers
Good points Puddy, but all in all it gets too slow paced for me. Thats why it's so great to run and jump around like a retard if you want to

All in all, I end up playing more outside of a titan too because I do like the freedom of movement. But now and again, it's fun to jump in a titan and mix things up.

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Did you guys use the titan a lot? Did you unlock the various stuff for it?
During my first few hours I thought titan fighting was very meaty and a bit tedious. A titan has 3 layers you need to strip away, and that's a lot. But if you stick with it and spec your titan to suit your playstyle, I find that titan gameplay becomes very enjoyable and there's a lot of finesse. Here's a few things to consider if anyone is interested:
1. Try to avoid just looking at eachother and turning it into a slugfest. Just think of the combat as a larger scale FPS. This may sound like a stupid thing to say since it seems obvious, but a lot of people don't think about peeking, standing in cover, breaking line of sight and that sort of thing. Try to get pot shots in from weird angles where the enemy titan has difficulty engaging, try to move around and get in their flank etc.
2. Don't just frantically go after killing the enemy titan, take it slow and make sure you don't go down yourself. Fights don't always reach a quick conclusion like in infantry combat (where people drop like flies). Don't get impatient, basically.
Survivability is a big part of Titan combat. Use dashes and the vortex shield to keep yourself in the game (and to allow your shield time to regenerate). There's no shame in retreating faaaar back if it means you can get your weapons reloaded and your shield charged.3. Doomed titans! When dooming a titan, you should try to do one of two things. First, you can instakill the titan by landing ONE melee hit. This is recommended if the enemy is very close and poses an immediate threat. Secondly, you can try and just pull back and break line of sight and let the enemy titan fall on his own (dashes are useful here). If he pursues, his health will have dropped by the time he reaches you and you can finish him off quickly by blasting or meleeing. This is recommended if there's some distance between you and the enemy titan.
4. Pesky pilots! The first thing I do when defeating a titan is backing off, preferably dashing, and look towards the sky for any revenge-seeking pilots who are using their ejection jump to try and get a rodeo in. When fighting in urban environments, use dashes to quickly create distance between you and a spot where you think an enemy pilot is moving in from. The best way of fighting rodeos is to try and avoid them or sticking with a friendly titan. If you are using electric smoke you don't need to worry as much, of course.
5. Get those missiles on target. A well-used missile salvo or slaved warhead salvo will get you that slight edge against your opponent. Absorb your enemies missiles with the vortex shield or dodge them. Oh, and don't send ever send a huge cluster of missiles into an enemy vortex shield if he activated the vortex after you. That means he will send those right back any second. There's no shame in firing them away into a wall or, my favourite, onto a nearby enemy pilot.

6. Prevent their regen (if possible)! Your enemies shields will recharge eventually. You can reset the regen waiting timer by hitting them ONCE with anything. When you have to take cover temporarily, try to quickly peek and get a shot in whilst you wait for your shields.