Posts by Puddy
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The warm colours are cool and the general vibe is pretty sweet!
However, you should think about mixing it up here and there. Right now the entire map feels like a tiling landscape of warehouses and containers. The containers are especially problematic, as so much of the map's playable space are defined by them.
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We'll see how they choose to approach this!
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Quote from PogoP
Yeah, this is a free mappack right?.......... RIGHT?
[Blocked Image: http://thumbs.dreamstime.com/x/fanned-out-us-dollar-bills-5957365.jpg]

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Very well deserved Rick! Huge congrats.

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Looks good man, welcome back to mapping! Just remember you can always get this playtested in the playtesting thread.
Changed the topic to Embassy. Let me know if you want the other spelling for some reason.

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1. This is intriguing as fuck.
2. This is fucking high quality.
3. Some of the imagery and scenes creeps me the fuck out.
4. You should watch this fucking show.
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Sweet work yet again! Got your Pulse as my Famas! My only complaint is that it can be confused for a snow camo when you dont hold "F" to inspect it! I know it's hard but I do prefer when the skin looks badass from the first person perspective too (like the Pulse).
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An admirable move to secure the future integrity of the product even though it means a ton of work.
I tip my hat to you, good sir. All the best!
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Quote from will2kDisplay More
I'll requote a post I made 3 days ago on reddit:
"Dust2 being the most played map and players know its nooks and crannies more than they know their own house, I saw it fit to give everyone a familiar yet different place to wage virtual warfare.
The overall layout is based on dust2's general layout with many differences that you have noticed by now, however, make no mistake that the map was built 100% from scratch over the span of 6 months on and off, starting in August 2013 after releasing cs_east_borough (which Brooktown is its sequel)."
Please refer to my earlier post in reply to Puddy.
It seems that you are consistently wording things to try and dodge the unavoidable bullet that this is, in fact, not based on "dust2's general layout". In reality, it is the layout of Dust2. Not "Dust2's general layout". Not a "standard figure of eight layout". Dust2's layout. Period. As an example, Favela is based on Inferno's general layout. It has many significant changes, however, and it stands on it's own.
My question is this; is your focus primarily design/layout or art (as Dejavo brought up)? If your focus is the latter I can't complain. Trying to art an already established layout can be a good way to practice or just have fun if you like arting. As a level design project however, this is a bit thin. The changes to the layout, were they driven by design, testing and feedback or simply by the fact that the environment naturally had to change because of the new setting? For example, it's hard to have double doors and arches in a city.
All in all, I just feel that giving us a city version of dust2 and presenting it as "my map" without clearly stating that it is using dust2's layout in your post is a bit disingenuous and also a bit lazy if this is an actual design project and not an art project. I'd like to hear your thoughts. I could very well be cynical and quick to judge.
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Quote from Marcem
The shotgun is entirely OP. It's a really easy instant kill and the user is almost always flying around, impossible to hit.
They have to get really close and that's not an easy task. The most lethal and versatile weapon in my book is the R101C or whatever it's called. The assault rifle anyway.
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Quote from CompoSITe
Lol, after shipping 4 cod games you develop a think skin. I think it's better to listen and take in the feedback rather then defend the game. If people have fun with it then great. If not, there a bunch of other video games to choose from.
To answer earlier questions I designed Angel City.
The burn cards are interesting because they only last one life you can get away with making something a bit OP. Puddy, was that 30 pilots?
Anyway, thanks for giving the game a try.
Oh cool, I really like that map!
Yes, it was around 30 pilots. 
The thing about other burn cards is that they generally leave you vulnerable in some way. An amped assault rifle won't stop you from getting shot in the back or squashed by a titan. But the map hack really allowed me to avoid dangerous situations (thus keeping the ability for a long time) and let me pick off unsuspecting targets left and right.
Sure, I might have been a bit lucky and it was against random pub players but I still think it's incredibly powerful. If the ability was more like a UAV from the CoD-games (revealing enemies at x second intervals) it would be much more balanced I think. If I remember correctly it currently gives you immediate updates on everyone's position?
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Quote from CompoSITe
Glad people are giving it a try. Its great to get feedback, good or bad.
If anyone is having problems getting a code, PM me and Ill see what I can do. It might be a slower reply because of the weekend.
It's good stuff! I'm curious, did you do any level stuff or did you work with the systems/mechanics primarily?
I have to mention that I think the "map hack" burn card is waaaay too powerful. I've always been very good at CoD-style shooting (I ironsight quickly and then simply land shot after shot in my enemy without much issue). The map hack burn card allowed me to never be surprised by enemy movement and I could always anticipate engagements with ease. This meant that the skill advantage I have against most players in public could be leveraged tremendously and I ended up doing a 30 kill streak or something (on foot). Furthermore, I think I would feel cheated if I cloaked/kept out of sight to creep up on someone and they had this ability.
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Saw that dux had replied here, thought to myself that if his comment was positive this game is really something. Wasn't disappointed.

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Just tried it.
Jesus fucking christ this is nicest-feeling turbo-smoothiest gameplay experience I've had in a while. You really have to play it to truly appreciate it. It's CoD with agile movement and robots, sure, but it's way more than the sum of it's parts.
I'm glad there's still studios that care about that tight gameplay!
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Looks cool. A bit flat and yellow lighting though.
Layoutwise... were you inspired by Dust2?

EDIT: I ran around the map. Your Workshop description "The layout is a variation of the standard dust2 figure of 8 layout." is really misleading. A figure of 8 layout is a very general concept. The words you are looking for is "this is a variation of the dust 2 layout". Don't want to sound too harsh but there's just no escaping it. But a reimaging of Dust2 is fine if that was your goal and you perhaps wanted to focus more on the art etc.