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  3. Puddy

Posts by Puddy

  • Battlefield 4

    • Puddy
    • December 3, 2013 at 2:04 PM

    Yeah, it was him. And yes, it's cool to include stuff like that.

  • CSGO: de_rostok

    • Puddy
    • December 3, 2013 at 1:51 PM

    I think the combo skybox/light_environment makes this look a bit wonky. I would suggest trying one of the official levels' sky and light settings.

  • Battlefield 4

    • Puddy
    • December 3, 2013 at 1:47 PM

    I think BF4 SP was better than BF3. More sandbox arenas, freedom to choose weapons, the game doesn't punish you for bunnyhopping up to a tank and C4:ing it etc. By the time we get to BF6 the SP experience might actually stand on it's own legs.

  • The Walking Dead

    • Puddy
    • December 3, 2013 at 10:58 AM
    Quote from Beck


    Haha yep that shot is definitely lifted from the comics. After I saw it I was basically thinking "aaaaaaand we're on track with the comics.".

  • The Walking Dead

    • Puddy
    • December 3, 2013 at 10:32 AM

    After reading the comics I was expecting Season 3 to end this way. I was worried when

    Quote

    they filled the prison with all the people from Woodbury.

    I thought everything would become a soap-opera within the prision... glad that didn't happen.

  • The Walking Dead

    • Puddy
    • December 2, 2013 at 10:39 PM


    Great ep! Was glad that

    Quote

    the half-season didn't end with the tank rolling up outside the prison or some cliffhanger shit like that

    .

  • CS:GO - CS/DE_WarmBlow

    • Puddy
    • December 2, 2013 at 4:07 PM

    Congrats on the release mate!


    To me, it looks more like a classic hostage rescue themed map (assaulting a mansion/estate/etc). I haven't played it, but it's quite unique visually!


    EDIT: I gotta say that I dislike the name though. What's a WarmBlow? I know it's the name of the place but I generally like when the names are bit more generic, like "Peaks" for example.

  • CS:GO Workshop: Weapon Finishes

    • Puddy
    • December 2, 2013 at 10:25 AM

    Not yet... but there will be in all likelihood.

  • Project CRN447

    • Puddy
    • November 30, 2013 at 7:51 PM

    ?!?!?!?!?!??!?!?!?!

  • WIP in WIP, post your level screenshots!

    • Puddy
    • November 29, 2013 at 9:05 PM

    I see. This is a femnist piece. The world is turned bleak and colourless thanks to the oppressive, one-eyed trouser snake. Not very subtle, but eye-opening.

  • CS:GO Workshop: Weapon Finishes

    • Puddy
    • November 29, 2013 at 8:50 PM

    Great job once again. Would love to see some finishes from you guys that are more front-heavy (like FAMAS Spitfire) or spread out more. I like the idea of seeing the finish in all it's glory in first-person (without inspecting).

  • Battlefield 4

    • Puddy
    • November 28, 2013 at 5:46 PM

    IIRC console sells more, but the community peaks and dies faster.

  • Well what do you know! The Sequel!

    • Puddy
    • November 27, 2013 at 7:44 PM

    Great news Sprony. Really glad to hear when things turn around in a positive way like this.


    All the best to you and Mrs. Sprony.

  • Battlefield 4

    • Puddy
    • November 27, 2013 at 10:54 AM

    It happens and it's retarded. I can't remember which map I played but on that this was actually really horrible. You spawned far away from the point. Towards the enemy.

  • [CS:GO] de_plaza

    • Puddy
    • November 27, 2013 at 7:24 AM

    For all da artists out there I think it's a very good idea to bet on this horse. You're the horse in this metaphor Setin. A fine steed.


    Really like your work on this Setin, you've been very tenacious and the map has changed dramatically throughout development (for the better ).

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 26, 2013 at 10:44 PM

    Cool, unique map. Great foundation for future versions and some interesting art.


    Some ideas to consider:


    • There's one sloping path up to B from the train section. CT can, however, look down on approaching T's via a vantage point. There's no way to get up there however. I think it would be really cool to try and see if it would work for T's to be able to boost up there OR if there was a ladder. A high risk alternate entrance basically; for when you want to flashbang up to the site and gamble a bit. This opportunity also keeps CT's on their toes.
    • The trains have ladders on the models, but they weren't useable in game it seems. I think having them active could create some interesting situations.
    • If a terrorist pushes towards B but is held back, he can get REALLY cornered by CT if they decide to go down to the trains. The terrorist retreat path will be really exposed. See here.
    • When terrorists try to push out of the A-site gate they are extremely exposed and have NO cover or flexibility. They currently have to hang back and kill CT's before moving in. It would probably be good if they had some cover they could move to after leaving the safety of the gate. I also think T's need something to counter CT's advantage in this area. What if they could dash out of the gate and run into some apartment which either gave them another angle to shoot from OR let them move toward CT's staircase without exposing themselves? This allows for good smoke useage etc.
    • You probably need to look a bit at your timings and how they affect the balance. I didn't play the map enough to draw some solid conclusions, so I'll leave you to it.

    EDIT: Actually, T's might already be able to boost up to that vantage point! It's a shame we play casual with no collisions.

  • Need some advice, where do I start?

    • Puddy
    • November 26, 2013 at 1:22 PM

    Chimeray: Yup, I know all that. I was asked about design and didn't feel like lying. Didn't gloat about it lol. At the time I subscribed to the theory that it's best to get a foot in the door, anyway possible and that's why I applied. You have to remember that landing an industry job isn't always that easy. Luckily I got a foot in the door the proper way (full time designer job).

  • Need some advice, where do I start?

    • Puddy
    • November 26, 2013 at 12:17 PM

    Written by a guy from DICE, liked by a guy from DICE, lmao. I actually applied for QA at DICE waaaay back. I got the evilest look when I said I was into level design.


    But what you write can be true Chimeray, it mostly depends on the company. Either way I think that you have to have a good folio to move up, you'll never get promoted to "become" a level designer or artist. You must already be one.

  • Need some advice, where do I start?

    • Puddy
    • November 26, 2013 at 9:40 AM
    Quote from Nerve

    I have previous QA Lead experience at a software company but I wasn't sure if a games studio would even consider that relevant.


    ?!?!?!?!?!?!? WHY THE FUCK NOT?! Get applying son!


    Quote from Nerve

    Spronyvan/Puddy, just out of interest, how much time per day did you spend learning? I'm working full time, so I'm trying to put a few hours in every evening and then more on the weekend.


    Well, I got a full time industry job now, so I don't feel the need to focus on learning (beyond business hours). But when I was working intensely on projects for my folio I would spend between 1-4 hours every weekday and up to 10 hours per day during weekends.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 25, 2013 at 7:27 AM

    The map was quite fun and it certainly has a unique setting. I'd make some of the alternate routes slightly less "twisty and turny" to aid players in finding their way and I'd look closer at the T-sidedness.

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