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Posts by Puddy

  • Mapcore CSGO Server

    • Puddy
    • January 14, 2013 at 8:02 AM

    Looks interesting!

    Though I recommend that you include a radar (http://forums.csgomaps.net/showthread.php?tid=59).

  • Bioshock Infinite (Spoiler free thread)

    • Puddy
    • January 12, 2013 at 5:48 PM

    thanks liam...

  • The random model thread!

    • Puddy
    • January 12, 2013 at 4:34 PM

    oooh that's very cool!

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 3:19 PM

    Yup.

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 10:19 AM

    No probs. Thank Psy for the server and the initiative!

    Okay then guys, we'll see you all next Friday to playtest! 20:00 Swedish Time! 2 PM eastern 'murica time!

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 10:14 AM

    That's 4 hours earlier, so that would be 20:00 PM here. That sounds pretty good.

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 10:10 AM

    That's after midnight here in Sweden. Unfortunately, I need my beauty sleep (get up at 6 every morning). Maybe we can record a playtesting demo? So that you can see things first hand.

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 9:56 AM

    6pm comptom time? also, do weekdays next week work for you? weekend playtests are pretty barren usually!

  • Mapcore CSGO Server

    • Puddy
    • January 12, 2013 at 9:52 AM

    sure! now, you're in the US... when would be a good time for you that also works here in Europe?

    It'll be a bit laggy for you when playing, but you'll be able to observe the map's flow and any imbalances more clearly than if you rely on information from someone who does play.

  • Disable Java DO ET NAU

    • Puddy
    • January 11, 2013 at 7:00 PM

    Don't think this includes javascript?

  • Bioshock Infinite (Spoiler free thread)

    • Puddy
    • January 11, 2013 at 3:45 PM

    don't worry, it'll have a reversable cover... right guys?

  • Mapcore CSGO Server

    • Puddy
    • January 11, 2013 at 2:37 PM

    Just let us know when you can attend and then provide the map files a bit beforehand!

  • Cyberpunk 2077

    • Puddy
    • January 11, 2013 at 10:26 AM

    pretty promising so far !

  • The random model thread!

    • Puddy
    • January 11, 2013 at 9:25 AM

    My crit would perhaps be that it looks a bit more metallic rather than stoney?

  • [2D] Texture work

    • Puddy
    • January 10, 2013 at 4:41 PM

    I don't know if I've said how goddamn bitching motherflipping sexy these textures are in thread...

    but they are goddamn bitching motherflipping sexy.

  • Theoretical work in your Portfolio

    • Puddy
    • January 10, 2013 at 2:36 PM

    Thanks for the input Corwin. Yeah, I would mainly do this as a learning experience for me. I'm sorry if I was a bit unclear about that! It's not a question of making this kind of stuff to specifically make my portfolio stronger. It's more a question of whether or not I should showcase any of this on my folio while I'm at it. You are probably right about the benefit of doing this. It might become very time-consuming to translate an analysis to something presentable and interesting which can be put on my folio.

    The concept doc idea is actually pretty treacherous. I think it might give a recruiter the wrong impression; one might think that I'm the kind of person who actually believes what my signature quote says. In reality, the concept doc would only be meant as a way of showing that I can think out, discuss and evaluate mechanics/gameplay systems. But it's probably a bad idea in the end.

  • Theoretical work in your Portfolio

    • Puddy
    • January 10, 2013 at 12:58 PM

    Hey guys,

    I got a pretty general question for ya and I'm interested to hear what you have to say! I've been playing around with the idea of writing either a constructive critique/analysis of a game or a pitch document for a game concept. In both cases the end product would be a nicely layed out PDF that is reminiscent of a magazine (with illustrations, concept art etc to break up the text). Assuming that the ideas presented in the document aren't absolute shit, is this something that has ANY portfolio value? Could it possibly be seen as a minus (because recruiters might frown at non-practical stuff)? TL;DR maybe?

    Would like to hear your opinions on this. Oh, and the reason I want to do this is because I want to start exploring game design and mechanics more (and not just level design for existing games).

    If this is the wrong forum for this, feel free to move the thread. It felt like a good fit though!

  • Shiftlings

    • Puddy
    • January 10, 2013 at 8:54 AM

    Impressive! Looks fun.

  • XCOM: Enemy Unknown

    • Puddy
    • January 9, 2013 at 6:32 PM

    Just want to mention they've updated the game with some options for single-player! You can adjust the following when starting a new game:

    • Damage Roulette: Weapons have a wider range of damage.
    • New Economy: Randomized council member funding.
    • Not Created Equally: Rookies will have random starting stats.
    • Hidden Potential: As a soldier is promoted, stats increase randomly.
    • Red Fog: Combat wounds will degrade the soldier's mission stats.
    • Absolutely Critical: A flanking shot guarantees a critical hit.
    • The Greater Good: Psionics can only be learned from interrogating a psionic alien.
    • Marathon: The game takes considerably longer to complete.
    • Results Driven: A country offers less funding as its panic level increases.
    • High Stakes: Random rewards for stopping alien abductions.
    • Diminishing Returns: Increased cost of satellite construction.
    • More Than Human: The psionic gift is extremely rare.

    THIS is how you add replay value in a relatively simple way! Going to start a new game soon.

  • THQ files for bankruptcy

    • Puddy
    • January 8, 2013 at 4:55 PM

    Nope.avi

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