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  3. Puddy

Posts by Puddy

  • Cyberpunk 2077

    • Puddy
    • January 25, 2013 at 2:11 PM

    Game development classyness right there.

  • WIP in WIP, post your level screenshots!

    • Puddy
    • January 25, 2013 at 1:27 PM

    That's right.

  • WIP in WIP, post your level screenshots!

    • Puddy
    • January 25, 2013 at 12:43 PM

    Total Precursor ripoff right there.

    Well in all seriousness it looks better than the current layout. I'm primarily looking forward to how you replace your vents.

  • MapCore Job Census

    • Puddy
    • January 25, 2013 at 10:47 AM

    I guess you'll miss all your hot man-on-man action.

  • MapCore Job Census

    • Puddy
    • January 25, 2013 at 10:00 AM

    Congrats Nysuatro! That means you are moving to another country as well? Exciting stuff!

  • What have you watched recently?

    • Puddy
    • January 25, 2013 at 7:39 AM
    Quote

    ' timestamp='1359072516' post='322122']

    Wtf? lol It's on par with Pulp Fiction imo. I walked in with no expectations, and walked out with the feeling I just watched one of the most memorable movies ever.

    I dunno man. It wasn't bad at all but I just didn't get into it or something. Basterds was a lot better imho...

  • What have you watched recently?

    • Puddy
    • January 25, 2013 at 12:02 AM

    Just saw Django Unchained... it was okay but not that good.

  • Aliens: Colonial Marines - WTF Happened!?!

    • Puddy
    • January 24, 2013 at 11:49 PM

    yep, they really took it to the next level in this trailer

  • [2D] Texture work

    • Puddy
    • January 24, 2013 at 4:01 PM

    cave? cellar?

    looks nice anyway!

  • the features forum is marked as unread

    • Puddy
    • January 24, 2013 at 3:40 PM

    this makes me sad

    and very ocd.

  • THQ files for bankruptcy

    • Puddy
    • January 24, 2013 at 9:27 AM

    I liked the general idea and premise of Homefront. Looking forward to see what Crytek does with it!

  • Elder Scrolls MMO

    • Puddy
    • January 23, 2013 at 2:31 PM

    That was pretty damn epic? Doubt I'll feel the same way about the game.

  • ITT: Post maps/scenes that never saw the light of the day.

    • Puddy
    • January 23, 2013 at 11:49 AM

    I liked it and I can definitely see it being adapted to fit CS, if at the very least for demolition or gungame.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 23, 2013 at 9:23 AM

    Okay great, that's 21:00 CET Next playtest is Wednesday, January 30th then!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 23, 2013 at 6:33 AM
    Quote from 3Dnj

    The cs1.6 version of the map was more simple without the whole paths with the vents. Maybe I should try this. I remember when we played on this map (5 years ago weee ) paths were too busy when we were playing with more than 16 players. That's why I added vents. Anyway the source version of the map was more an art test to map a map scary.

    I'm actually thinking about making some path wider (the big bunker corridor with those purple crates) but I think i will keep the underground part narrow because it's something I like.

    To me, it's not just the vents (though they play a VERY big part of the map's problems imho). Also, keep in mind that if you play competitive you've got team collisions and they can SERIOUSLY hinder players in those really tight corridors. Just something to keep in mind.

    Quote from FMPONE

    Could we do another test on Wednesday at 3pm eastern?

    Do you mean today or next wednesday? I won't be able to attend today unfortunately.

    Quote from Squad

    I'm sorry, couldn't attend, celebrating birthday Should be able to make it on one of the next sessions again though!

    No need to be sorry, that comment wasn't directed at anyone individually. People can't always attend, it's as simple as that. When I said it, I meant something like looking into expanding our player pool. We are just too few Mapcorians interested in CS:GO to get consistent player numbers.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 22, 2013 at 11:07 PM

    Thanks Psy! And thanks to those who attended. I think that we might have to adress the low player count somehow in the future.

    When it comes to the actual map (3dnjs), I have some feedback. Before you continue with the art I think the overall layout needs to be overhauled. There are simply too many corridors and paths and some of them are far too narrow and claustrophobic. It is very hard to get a good sense of the layout and I don't think all these paths help to orchestrate any rewarding combat. In general, you want 3 main paths that can be connected in different ways. I don't want to get into too much detail on the current layout, as I think it's pretty flawed and needs to go reworked quite heavily.

    Visually, the map was pretty cool in places even though it's heavily WIP. But I think the areas aren't very well bound together. It's hard to decipher what kind of facility the map actually takes place in (there's some mixed signals). The corridors seem like they were built in a very improvised manner and every new room basically meant a new architectural style and lighting (generally research-facilities/bunkers etc are VERY planned out and a bit more homogenic).

    All in all, I think there's potential in the map. For example, it's cool that it's a close combat oriented map and the setting is pretty interesting (reminds me a bit of de_prodigy actually). But it needs more work.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 22, 2013 at 8:00 PM

    Gogogogo!

  • Bioshock Infinite (Spoiler free thread)

    • Puddy
    • January 22, 2013 at 6:54 PM

    As do I!

    I voted for it too.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 22, 2013 at 6:07 PM

    Great, in addition to 3dnjs map we also got FMPONE's gwalinor tonight! Two map fun!

    NEW IP btw! 195.242.236.132:27080

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • January 22, 2013 at 5:14 PM

    Friendly reminder that there is a playtest tonight at 21:00 CET!

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