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  3. Puddy

Posts by Puddy

  • Playstation 4

    • Puddy
    • February 6, 2013 at 6:32 PM
    Quote from Thrik

    but it was a pretty enjoyable shooter that particularly deserves credit for its soundtrack, graphics, and overall atmosphere which remain some of the finest this generation.

    and let's not forget the subtlety of it's storytelling, lots of shades of gray in the story and some very thoughtful dialogue from your allies

  • Playstation 4

    • Puddy
    • February 6, 2013 at 3:41 PM

    word, lmao

  • The Natural Selection 2 Thread

    • Puddy
    • February 6, 2013 at 3:04 PM

    I am not ever going to run in a non-native solution (anything else then 1920x1080). It simply won't happen. But I have tried turning everything to basically zero, yes. I mean, it runs okay. But I am quite picky (I want constant 60+ fps) and every other game on my system runs buttersmooth. With NS2, it's seemingly a bit random if it runs well or not.

    Using LUA must be great for the flexibility, but at the end of the day it's all about the end user experience. If the method isn't up to snuff, it simply isn't, despite how practical it might be for development. And that's the main reason why me and my friends haven't logged more than 15-20 hours in this game.

  • The Natural Selection 2 Thread

    • Puddy
    • February 6, 2013 at 12:28 PM

    Guys, could you post your specs, in-game graphical settings and average framerate?

  • The Natural Selection 2 Thread

    • Puddy
    • February 6, 2013 at 12:21 PM

    Well, I don't and my friends don't. It's pretty subjective of course.

  • The Natural Selection 2 Thread

    • Puddy
    • February 6, 2013 at 11:51 AM

    So, any news on performance?

    It's still not "there".

  • The Witcher 3

    • Puddy
    • February 6, 2013 at 11:35 AM

    knj: You serious?

    This looks phenomenal, if the screenshots are truthful that is. Unfortunately, I doubt that. But the screenshots themselves are insane!

  • I need to KILL HOSTAGES!

    • Puddy
    • February 6, 2013 at 11:31 AM

    Yeah, is it possible with IOs? That would be my approach. When you used trigger_hurt, did you activate it for npc's?

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • February 5, 2013 at 8:47 PM

    Was informed by FMPONE that he wants his map tested next wednesday. We'll go with that!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • February 5, 2013 at 8:29 PM

    If someone wants a map tested, just suggest a time! All week nights are good for me, basically.

    Next wednesday maybe?

  • DayZ Mod for ARMA II

    • Puddy
    • February 5, 2013 at 12:30 PM

    Saw this! I want this game so bad!!!

  • Fast & Furious 6

    • Puddy
    • February 5, 2013 at 10:42 AM
    Quote from PogoP

    I don't understand people's obsessions with fast cars. They're just cars, what's the big deal?

    Oh Liam... soon you'll say that you don't understand people's obsessions with tits.

  • What have you watched recently?

    • Puddy
    • February 5, 2013 at 6:20 AM
    Quote from Minos

    Does Bin Laden die in the end? lol

    ahmahgad spoiler!

  • What have you watched recently?

    • Puddy
    • February 4, 2013 at 8:18 PM

    Zero Dark Thirty!

    Really enjoyed this one. Great finale!

  • Gabe Newell: Reflections of a Video Game Maker

    • Puddy
    • February 2, 2013 at 3:15 PM

    He's not the best at stringing things together in complete and utter coherence.

    Instead, he just vomits his wisdom all over us.

  • MapCore Job Census

    • Puddy
    • February 1, 2013 at 6:58 PM

    Oh nice, congrats! Welcome to Stockholm, dude! Level design or art?

  • Battlefield 3

    • Puddy
    • January 31, 2013 at 2:48 PM

    epic jet battle teaser at the end?

    Mode and map looks good!

  • World of Warcraft the Movie

    • Puddy
    • January 31, 2013 at 11:52 AM

    Duncan Jones? Reallty? Really?! That's... weird. He's a good director though. But I don't know if Warcraft will make a good movie...

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 31, 2013 at 10:50 AM

    Okay then! Let's see. I'll go through the maps in the order we played them.

    de_gwalior

    The map has got a very interesting concept. The layout is very unorthodox but a lot of fun! My primary concerns are the map's timings; i.e. how long it takes for each team to get to certain positions. I don't remember if it was A or B, but there's one bombsite that is at a higher elevation. This bombsite can be reached far too quickly by T. CT should have time to be able to set up a stronger position before the T can come rushing in. I didn't feel like the timings were fine-tuned in general. Use a stopwatch app or something and time stuff like this, it's very useful! To see who's got the upper hand and so forth.

    In the middle of the map there's a pretty long sightline from CT to T spawn. It's a bit brutal because both teams can reach it so fast and a good AWP:er can lock down the enemy team somewhat during the first 5 seconds of a game. Finally, the flank that goes under the middle of the map (the path that is at the lowest elevation) was a bit underused and should, if possible, be integrated more with the layout in general. Don't know exactly how though.

    cs_747

    I know you've mentioned that you want to stay somewhat true to the look and apperance of a 747 with this map. Don't do that, please. This is a game and the only thing you need to worry about is how players perceive the interior. Nobody's got the blueprint of a 747 in their head so you should only stay true to people's expectations of what they think they'll find in a 747. I strongly recommend you abandon the focus on authenticity and let the gameplay dictate the layout more.

    Now, there's a big question that I need to throw out here before I can give the right kind of feedback. Is this map supposed to follow the design principles of CS:GO and play like an official map? Or is it supposed to be a bit more of a custom fun map? If you are aiming for the former, there's a lot of work that needs to be done. If you are just going to do the latter then, well, one could argue that you are already done. Regardless of your intent, I think a few things need to happen. The corridors on the airplane need to be widened to accomodate some more movement and allow players to walk past eachother (can you imagine how annoying the map will get if player collisions are on?). Then, the seats need to be lowered to improve visibility inside the plane. You want players to be able to get a somewhat better overview of the map whilst in the plan and make fights a bit more dynamic (right now, if a plane seat is between two players they'll only see eachother's partial heads). Next thing, I'd say, is to create a few gaps between the rows of seats so that players can walk in and stand between the rows. This shouldn't necessarily be done between each row, but maybe every 3rd-5th? Just so that players can move a bit more sideways and not just along the corridors. Finally, you should think about how the windows should be handled on the level. I think it's a bit much that each and every windows is open but closeable. I think that you should probably close all of them, and then strategically open some of them (and have them remain open; i.e. static) at certain locations. That way, T can peek out of some of the air plane windows, but CT don't have to worry about watching each and every windows in the entire plane.

    de_favela

    Good and solid, I think there isn't much that needs to be said about it. The only thing I'd think about is the cost of rotating. As a few people have mentioned, it's pretty damn hardcore right now. Like if the bomb goes down on the upper bombsite (with the pits), then rotating through CT-spawn/hill is so fucking dangerous it's insane. There's just a long corridor to the bombsite when you come from that direction which can be dominated by a good T AWP:er. And let's not forget that the peek-window in the house also covers this approach. And rotating through T spawn takes a damn while, even though it's safer. All in all, I don't think this style of layout is bad, in fact I think it's very interesting, but it's just a bit too brutal.

    Oh and I don't want to sound overly critical so...good work all!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 30, 2013 at 9:50 PM

    GG all, it was fun! Going to write feedback tomorrow. Gnight.

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