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Posts by Puddy

  • What have you watched recently?

    • Puddy
    • November 3, 2012 at 2:09 PM
    Quote from SpronyvanJohnson
    Quote

    It's clear that he wanted the supplies. But killing them looks like a strange decision. The world has gone to hell and you could use all the help you can get. Especially the help of trained soldiers. On the other hand, I understand it because why would the soldiers be obedient? They would surely follow the chain of command. It's the same with Rick's gang and the prisoners. You can't trust anyone. Regardless of the reasoning, seeing as how the episode ends, it's pretty clear that the Gov has some serious mental issues.

    Quote

    To the mind of the audience it's a really fucking retarded decision. An organized military platoon can be one hell of an ally. But, as you say, the Governor is fucked up in the head. Basically, what I think, is that he sees the town as is his "little kingdom" and he doesn't want anything to change that. I mean it's possible that the military would go to town with the fact that they are a government agency and try to start calling the shots. Also, this way, there's more drama.

  • The Natural Selection 2 Thread

    • Puddy
    • November 2, 2012 at 2:19 PM

    Word! Next week I wrap up a few things so I'll have time to play (finally)!!! Thursdays are usually a good night for gaming... how about then?

  • CS_Museum by FMPONE

    • Puddy
    • November 1, 2012 at 9:55 PM

    Dat museum man! Looks great!

  • Interstellar Marines Webgame

    • Puddy
    • November 1, 2012 at 3:24 PM
    Quote from Zarsky

    I wouldn't say that sharks with limbs is "pretty generic". But what do I know...

    That's about the only thing that sticks out (and it's what the gaming media always pick up on). The soldiers, weapons, gameplay, environments... none of that is communicating it's own style imho.

  • Interstellar Marines Webgame

    • Puddy
    • November 1, 2012 at 2:35 PM

    This game has been in development for aaaaages.

    And tbh, it feels like all promotional footage and trailers are made to conceal the fact that this is actually pretty generic and mediocre. It's like an uninspired NS2.

  • Let's talk gaming mice!

    • Puddy
    • November 1, 2012 at 8:50 AM

    Also using the Naos 5000, I really like it. But I would get the optical version, (Naos 3200?). The laser sensor prefers hard mouse mats, but I prefer soft ones.

  • Cs_siege_go

    • Puddy
    • October 31, 2012 at 9:52 AM

    I would look at fixing other stuff first and then playtesting again to see if you still feel the same way. Having the warehouse function as a hub could work, but I'm not so sure about some other things (see my post on the last page).

  • The Natural Selection 2 Thread

    • Puddy
    • October 31, 2012 at 8:35 AM

    Wow, I am so pumped for this game! Great trailer!

    Congrats UWE people!

  • Designed for Danger - Portal 2 Campaign

    • Puddy
    • October 31, 2012 at 8:08 AM
    Quote

    All the dialogue is really from the boss fight at the end of Portal 2. Rick is one of the corrupted cores there. But you basically never hear all his lines or pay enough attention to really hear how awesome he is.

  • Cs_siege_go

    • Puddy
    • October 30, 2012 at 8:28 PM

    Hey guys, it was fun playing this! One of the most beautiful Source maps ever made imho!

    Here's my feedback from playtesting:

    - Completely cut the sewer path from CT Spawn to the middle building. You can leave the sewer opening there visually, but put a fence around it or something. To compensate, place a door facing CTs in the left middle building when coming from CT spawn (or just make the lighting more inviting at the window facing CT spawn). This sewer makes the map unnecessarily large.

    - The two entrances to the sewer corridor are MAJOR choke points. I would probably make the T-entrance bigger since CT has to assault through it.

    - The T spawn is a bit of a mess. Look at the official CS:GO maps. There are always clear paths out of the spawn. I would avoid useable doors and really narrow corridors. Look at the path out of the de_Inferno T spawn as a good example of size etc. You should go with something like that.

    - Visually, the map looks GREAT. But at times it's a bit hard to read. Some out of bounds areas look more inviting than areas that are playable. Try to restrain yourselves a bit when detailing.

    - Add a ladder at the bottom of the elevator shaft (if you keep that area) so that Chimeray can get up.

    I didn't play enough to pick up on subtler things. These are the major things that stick out at the moment.

  • Mapcore CSGO Server

    • Puddy
    • October 30, 2012 at 6:58 PM

    its on!!!!!

  • GTA V

    • Puddy
    • October 30, 2012 at 6:50 PM
    Quote from Psy

    No PC release. Sad but to be expected.

    Really? Sucks...

  • Need a new GPU

    • Puddy
    • October 30, 2012 at 5:38 PM

    GTX 660

  • Designed for Danger - Portal 2 Campaign

    • Puddy
    • October 30, 2012 at 2:59 PM

    Oh and if you guys play, keep your eyes VERY open on part 4. There's something very mapcorian about it.

  • The Natural Selection 2 Thread

    • Puddy
    • October 29, 2012 at 10:43 PM

    PogoP, he said pro-gaming. Not programming. :XD: lol lol

    Also, congrats on the release! Looking forward to giving this a whirl once I have the time!

  • What have you watched recently?

    • Puddy
    • October 29, 2012 at 4:21 PM

    Dunno what you watched, season 1 has 6 eps.

    Overall, I think Season 2 is better, and Season 3 is the best so far.

  • What have you watched recently?

    • Puddy
    • October 29, 2012 at 3:57 PM

    I am getting serious Day of the Dead vibes from The Walking Dead now. In a good way!

    Is it just me or did the series start out as a quasi-realistic 28 Days Later style but is now becoming more and more and more like an old school zombie flick? What with all the villains, the pretty extreme characters (katana-girl for example), gratuitous zombie kills etc...

  • Designed for Danger - Portal 2 Campaign

    • Puddy
    • October 29, 2012 at 3:14 PM
    Quote from Vilham

    Fuck Kotaku:

    http://www.rockpapershotgun.com/2012/10/29/lab…ned-for-danger/

    Nice!

    Quote from Skjalg

    That should motivate you to do better next time

    Haha, it's either that or start bribing game journalists.

  • Designed for Danger - Portal 2 Campaign

    • Puddy
    • October 29, 2012 at 10:48 AM

    Hah wow that's bittersweet. They write about dfd without any involvement from me but they just have to finish the article by writing that 12 angry tests looks better...

  • Designed for Danger - Portal 2 Campaign

    • Puddy
    • October 28, 2012 at 1:08 AM

    The reception on the Steam Workshop has been great so far. I'm very glad that Valve introduced this very nifty tool for us content creators! I'm getting lots of feedback via comments as well (reports of minor glitches and bugs etc)! My only complaint is that the workshop randomly removes, and then randomly adds back, votes on the maps. So one moment, you have 750 votes - the other 34.

    I hope you enjoy playing DFD fellow mapcorians and don't be shy when it comes to feedback. Would love to hear it!

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