Sorry Squad, I meant in response to moroes suggestion to put a T position here:
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Sorry Squad, I meant in response to moroes suggestion to put a T position here:
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I don't think a balcony for T is a good idea and now that CT has gotten a nerfed balcony it shouldn't be necessary.
Actually, what it's lacking is some more optimization 3dnj.
Don't know what's hogging all the power, but something is!
Sounds like a great company! ![]()
Well, fudge. A Steam/Source Update has appearently broken this mod and it no longer appears in the Steam Library after installing. I'm busy finding a resolution but lemme know if you know what's wrong!
okay, just started this now (far cry 3 got in the way).
Started a normal campaign in ironman mode... seems great so far! I love managing my little army and base.
It's insane how quickly you become attached to your troops! I let all my recruits have green armour and helmets on (I can't afford to get too emotional!!!) and then if they live to rank up to corporal they get to remove their helmets and wear black armour. ![]()
Well, I'm not saying that the player should have zero guidance. For example, the player could speak to hunters who are familiar with the islands to gain information and advice. The player could also be taught by other characters and/or information in your handbook that certain animals stick to certain terrain/environments (which narrow's down the search), Of course, with this kind of system you'd want to reduce the total amount of items the player has to make in order to "max out", since each item will require more effort.
When it comes to vehicles I think they went a bit overboard. There's generally always an outpost or village nearby wherever you might be imho. Worst case scenario it's a 3 minute hike to the nearest vehicle.
wtf was that
and why was glados in it
Just finished this (took a while).
Overall I'm very satisfied, especially with the story and the player's journey. If you overlooked some minor shenanigans and let the story pull you in, it was great. They really did a good job of showing the player's progression from the nooby beginnings to the blood-stained end game. The combat was fun overall, though the AI wasn't always the best.
Now, there were some things that I had a hard time with. Like the previously mentioned problem of the "tame" world. Even the simplest objectives are marked out ("Follow" "Go here" etc), all animal locations are clearly on display on the map and all plants are highlighted on your minimap. Very, very rarely did I traverse the jungle not knowing what I'd find, which takes some suspense out of things. Instead of watching my every step, scanning the jungle for dangers, my eyes were almost always glued to the map/minimap. The game never required for me to observe my surroundings all that much. This, combined with the piles of parked jeeps that are randomly placed everywhere, the lack of jungle variation and some other minor things made me lose the much-desired sense of place. For me, the world never "clicked" in the same way that it did in Dishonored for example, a game where I really bought into the whole world/game universe.
I'd say it's fine overall. A doesn't need more paths in imho (i.e. 4 and 5). Sometimes it's nice to have a choke which requires some solid pushing. I think you should do changes 3 and 1 and playtest it again and see how things are!
Like Rick I agree that the map is a bit tight overall. I'm unsure about the best way to "open it up" but I do however have some other layout tweaks I think the map needs.
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The CT rooftop area has been nerfed in this layout, they can now only look from the middle. If they want to look to the left side of the map (from T's perspective), they will have to stand very close to the edge of the "balcony" (shown here as the blue line of sight) thus making them very vulnerable from the middle (the yellow line of sight). Still, it's a powerful position to have for CT and they can respond quickly to threats from different flanks. Another option is that the roof area also has line of sight to the left (to that small courtyard). But that should be it. They shouldn't be able to look down T's left flank.
Furthermore, I think the path around B should be brought closer in. I also think the crate on the left flank should be removed, it creates a really harsh and narrow choke point for T. I think the flow of battle is better without it.
I must say that this is some good work, the map just needs some tweaks and rebalancing.
i want this naow plix ![]()
Vilham: Via the server or mirror? Server ip is: 109.123.124.138:27080 (for next time!)
Thanks for tonight guys, will summarize my thoughts tomorrow!
It's up. We'll see for how long... don't expect too much guys, it seems unstable atm!
Looks like a slightly bigger issue. The Status of the server is listed as "unknown" on the server hosting website. Unlike before, I have zero option to start/restart it unfortunately. We'll see if it goes back up at 22:00 (Swedish time).
Looks like the server did a little number... going up in a sec!