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Posts by Puddy

  • Grasp (indie game)

    • Puddy
    • November 15, 2013 at 1:32 PM

    Just tried it. It has 3, levels right? The Eye is the last one? I got back to the main screen after completing that level anyway.


    Gotta agree with ForbiddenDonut on all points. The mechanics didn't really grab a hold of me and I completed the third level without realizing what I'd done (some bug maybe, felt a bit weird).

  • CS:GO Workshop: Weapon Finishes

    • Puddy
    • November 14, 2013 at 6:42 AM

    that looks really great thurnip!

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 12, 2013 at 8:57 PM

    Thanks for playing all! Let me know if you have any crits!

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 12, 2013 at 7:50 PM

    Game time in 10 minutes yo!

  • The Walking Dead

    • Puddy
    • November 12, 2013 at 7:01 AM


    Don't know why I felt the need to make a doge image... but it just felt right.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 11, 2013 at 8:03 PM

    de_hangard

    Some good encounters in places, but the flow of the map doesn't really grab a hold of me. The Bridge bombsite needs a massive overhaul to be appealing for terrorists. The other bombsite I found was a bit small and a bit unusual.


    de_plaza

    A strong foundation for a really cool map, much more interesting than previous versions. The main problem I encountered was that all the plant/bench-"squares" allowed you to peek with only a small portion of your head visible, I found that really frustrating. And the plants were interfering with sightlines. Both sites were pretty decent, but it was a problem that one of the sites only really had one entrance for CT that didn't require a massive loop-around through T spawn (it didn't have a mid connector).


    Tomorrow I'm planning on having my map, WIP name de_cliffs, tested again! See you fellas at 21:00 CET tomorrow!


    Overview:

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

  • The Walking Dead

    • Puddy
    • November 11, 2013 at 8:01 PM
    Quote

    [Blocked Image: http://i.imgur.com/6NC7iVf.png]

  • CS_AGENCY

    • Puddy
    • November 11, 2013 at 6:00 PM
    Quote from mawnsson

    I might have made them sound better than they really are. With good I was more referring to how good it felt when actually getting a kill or two from a pretty dumb/cheesy place rather than overpowered places as the roof-exploit.

    As an example. one we sometimes use is on top of the pipe to the left in the room @2:40. Only good for killing CT's coming from the cat walk entrance, because it is easily detected when coming from the t-spawn lobby.

    Will that one be seen as an interesting dynamic the players are creating from your level's mechanics or will they be shut down? Hypothetical, if players find access to a certain room above, perhaps, some toilets, will that be fixed? ;P

    In a patch like the one you mentioned, which of shown boosts are affected (in the video MrSkellyBones linked)? Only those that looks glitchy (like the one in the metal detector @0:58 when you got models clipping in your face) or boosts in general which you perhaps did not intend to create and don't like. The boost in the video @2:00 feels like a legit boost until you crawl out on the pipe and once again get metal meshes in the players' face @2:13.

    When playtesting the maps, do you turn on team player collision to test boosts?

    Edit: Wondering, because I'm currently between the sketch and blockup phase of a map myself and got Curious

    Display More


    Thanks for sharing!


    The book case boost in the T Reception area will probably not be removed, it's fair game. The rest however... Unfortunately, Agency was heavily overhauled, artpassed, optimized and shipped within a 2 week period (to be eligible for Operation Bravo) and, as you can see, some oversights were made. My new map has been built with boosting very much in mind...


    When building a map you can roughly check boost possibilities in the editor by knowing that a player is 72 units high and you can crouchjump 64 units.


    Quote from Marcem

    A few more errors: you can get someone to boost two players on top of the vending machine, then one boosts from the vending machine, which can get you into the room above the bathroom.

    You can jump right on top of the mirror in the bathroom.

    You can boost up to the ledge with the pipes above the window room from the t side railing.


    Thanks for sharing!


    Quote from mr.P

    kick ass!

    like the trailer...


    in fact, I like how more and more leveldesigners makes release movies showcasing their levels! encore


    Glad you like it! I actually enjoy making trailers for my stuff, just cause it's something different to do after x hundreds of hours of mapping... (did this for Designed for Danger and Precursor).

  • CS_AGENCY

    • Puddy
    • November 11, 2013 at 9:31 AM

    Mawnsson: Please lemme know which are the "good ones". And thanks, glad you like it!


    And yes, I do have the option to make changes (I fixed an exploit before). I was considering doing a balance patch soon:ish.

  • CS_AGENCY

    • Puddy
    • November 11, 2013 at 8:16 AM

    I really should learn how to use playerclips lol ammarite?

  • The Walking Dead

    • Puddy
    • November 10, 2013 at 9:22 PM

    If you want to.


    I still watch it cuz... you know, it's the Walking Dead. But it's not the pinnacle of television.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • November 10, 2013 at 9:19 PM

    bish bash bosh

  • Xbox One

    • Puddy
    • November 8, 2013 at 2:31 PM

    e-freak we can't hear your rational thoughts over the noise of our ROFLS

  • Battlefield 4

    • Puddy
    • November 7, 2013 at 9:45 PM
    Quote from xfckup

    Zavod is one of the few maps where you can actually play and do stuff as Infantry, like rotating between C and D, and have the occasional excursion to cap B or E. You have at least a chance to take shots at vehicles that dare to drive into the interiors and you have a lot of Infatry engagements. That being said, think Zavod really, grew on me, even tho people complain about visibility, but the playermodels all wear camoskins and it's hard to balance the fact that it's supposed to conceal you and being able to still see enemy infantry. I don't know if it really helped to take out the tracer fx from the sniperrifles, that was present in the beta, but I guess people complained about that too much.


    I was specifically referring to the rooftops on Zavod in this case. I like the map in general, albeit a bit unreadable.

  • Call of Duty: Ghosts

    • Puddy
    • November 7, 2013 at 7:40 PM

    A billion dollars worth of copies. 1/6th of the planet does not play Call of Duty.

  • Declaring a project dead - when is it time?

    • Puddy
    • November 7, 2013 at 8:48 AM

    Do you want to continue working on it?


    Whatever your reason might be for wanting to continue, this is the question you have to ask. Is it fun to work with? Do you learn a lot by working on it? Do you think the finished project could be of value?


    Don't fuck without a boner, man.

  • Battlefield 4

    • Puddy
    • November 6, 2013 at 10:42 PM

    I've tried and... I just can't. I simply can not get into this game. Despite all it's flaws, I really, really enjoyed BF3. 350~ hours logged public. 50-100 clan games on top of that. You get the picture. Part of the problem might be that I was so heavily invested in BF3. Who knows. So far I've managed to articulate a few things that I think drag the experience down in BF4.


    Gunplay and movement

    BF4 seems far more lethal than BF3. You and your enemies die a lot faster. I've checked the damage values and they appear to be roughly the same, so it probably has to do with the netcode or the increased controllability of weapons. Either way, this makes fight a lot shorter and makes movement far more costly. If someone got the drop on you while you were pushing in BF3, it didn't mean the fight was decided. You could jump into cover or simply out-aim them if your reflexes were good enough. This isn't realistic by any means, but it was fun. It's hard to describe, but BF3 infantry combat was just more flexible and enjoyable.


    Maps

    My beef is primarily with Siege of Shanghai and Operation Dawnbreaker and those kind of maps. Running across 6-lane motorways without much cover isn't fun. Neither is the "all or nothing" approach to verticality. You're either at street level or way above the ground. This creates awkward, angled sightlines between ground troops and rooftop huggers (Zavod 312-something comes to mind). Compare this to maps like Kharg Island or Gulf of Oman that featured 1-3 story buildings that had easily accesible staircases. This kind of verticality felt more tied into the actual battlefield and storming those buildings was actually one of my favourite activities. They were also very destructible and not giant, invulnerable monoliths.


    Post-processing and art

    The maps look absolutely incredible, but are very often very contrasty and blasted with a bunch of effects (blinding lights, sun of doom etc), which makes them hard to read a lot of the times. This also creates a very big difference between an un-spotted enemy which can easily blend into the very darkened foliage of a stormy Paracel Storm and a spotted one, which shines up like a christmas tree. This means that, a lot of the time, you will be firing at orange doritos instead of actually aquiring targets. This was not at all as bad in BF3.


    I do like a lot of the tweaks and changed features, but as long as the infantry experience isn't fun, they are of little importance (to me, this is all subjective).

  • Call of Duty: Ghosts

    • Puddy
    • November 6, 2013 at 8:50 AM

    I hate TotalBiscuit.


    Fucking blabby brit cunt lmao.


  • Playstation 4

    • Puddy
    • November 5, 2013 at 9:48 AM

    Do you say that you only need 24 fps because you are thinking of the 24 motion-blurred FPS of movies?


    i can't live with 24 fps D:

  • Playstation 4

    • Puddy
    • November 4, 2013 at 9:57 PM

    4k... that's a lot of pixels to render in games / a lot of pixels to store for movies


    not sure it's worth the "cost" (performance/space/bandwidth). i'm fine with 1080p...

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