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  3. -HP-

Posts by -HP-

  • Counter-Strike: Global Offensive

    • -HP-
    • August 23, 2012 at 11:53 PM
    Quote from Psy

    2) I'm finding it very difficult to distinguish between the CT and T models in a lot of situations. The result: dying within seconds of realisation and TK'ing all the damned time.

    This!! I constantly have to look at the radar because of this!

    Skins need to be reworked to have better silhouettes for gameplay, TF2 is a great example of this. All skins are also the same fucking color, desaturated low brightness colors! At least on CSS the CT's were more towards the blue shifts, and T's more warm colored.

    PS. And I want my force skin back.

  • Random Photo Thread

    • -HP-
    • August 23, 2012 at 9:09 PM
    Quote from Beck

    Did you pull someone's teeth out with a cotton bud?

    lmao, I was gonna ask the same.

    Wtf dude? I wanna know the lore behind that image!

  • I tore apart "Zelda: Wind-Waker" on polycount

    • -HP-
    • August 23, 2012 at 9:08 PM

    Oh I sure do, this is super duper interesting man! Cheers for sharing.

  • Counter-Strike: Global Offensive

    • -HP-
    • August 23, 2012 at 9:07 PM

    Because of this. (dux would agree with me on this one)

    [Blocked Image: http://malestalk.com/wp-content/uploads/2011/02/consoles.png]

    Seriously tho... I'm having a blast with the game.

  • GTA V

    • -HP-
    • August 22, 2012 at 6:33 PM

    Wants... badly!

  • Working remotely.

    • -HP-
    • August 21, 2012 at 6:40 PM
    Quote from Rick_D

    You'd be surprised.

    Well yeah, maybe he'd be, but we're all to blame if it is. The responsibility for a team with an open communication It's in every single one of us. You expect your lead or manager to make us all hold hands and bond?

    I love working with a team, there's nothing like getting up and ask: "Hey dude, quick question, do you remember the parameters to export a mesh?" or you just walk around the office when you're having a cup of coffee check out other peoples work, and giving feedback while you do it.

    but nobody is in the office at 3am HP, do you just leave post-it notes with feedback?

    Good point.

  • Colorizing a base texture

    • -HP-
    • August 21, 2012 at 12:54 AM

    There is a lot of badass tricks in the tutorials section of cgtextures. I would recommend them to any beginner to texture photo slapping xD

  • Working remotely.

    • -HP-
    • August 20, 2012 at 8:32 PM
    Quote from marks

    You'd be surprised.

    Well yeah, maybe he'd be, but we're all to blame if it is. The responsibility for a team with an open communication It's in every single one of us. You expect your lead or manager to make us all hold hands and bond?

    I love working with a team, there's nothing like getting up and ask: "Hey dude, quick question, do you remember the parameters to export a mesh?" or you just walk around the office when you're having a cup of coffee check out other peoples work, and giving feedback while you do it.

  • Counter-Strike: Global Offensive

    • -HP-
    • August 20, 2012 at 7:40 PM

    Seems like they're fully supporting maps and servers!

    http://blog.counter-strike.net/index.php/2012/08/3709/

  • PainKiller Hell and Damnation

    • -HP-
    • August 20, 2012 at 6:50 PM

    2004's Painkiller was a damn damn damn good game! Fast paced, juicy, smooth and the game just flows man! >D Can't wait for this, definitely a buy for me.

  • Game Developer Salary Survey 2012

    • -HP-
    • August 20, 2012 at 6:48 PM

    I'll create collision proxies for food.jpg

  • Counter-Strike: Global Offensive

    • -HP-
    • August 19, 2012 at 9:24 PM

    Lets create one on steam! Can someone do it plz? (or I can do it tomorrow at work)

  • OnLive

    • -HP-
    • August 18, 2012 at 1:57 AM

    Oh... I never saw this coming.

  • Counter-Strike: Global Offensive

    • -HP-
    • August 18, 2012 at 1:50 AM

    Well, it's true to a certain extent, we just need to make this feedback get to the devs somehow, some of these flaws shouldnt be here at day one indeed, they're just so obvious, specially in a competitive game like this.

    Not being able to distinguish which weapon you're hearing is a bit shit.

    Another thing is the contrast, the maps have a lot of baked AO on them making the game very contrasty on the eyes, so the player models and the environments all blend in together in this messy noisy world where nothing is very readable. I see they lacked a good art director that understands both readability and competitive gameplay.

    But I just try to enjoy it for what it is and hope it will get patched and supported. (If not, CS:GO will die soon and will not have half the life expectancy CS:S had)

  • Counter-Strike: Global Offensive

    • -HP-
    • August 17, 2012 at 9:28 PM

    I really like the modifications they did to train.

    Train in CSS was just too busy, if you were T and placed the bomb on the b spot, you had dozens of places to hide, and it didnt help that the lighting is way too dark. Now its a lot more tidy and balanced. Same goes for A, they moved the placement to the middle instead of in the corridor. Much better imo.

  • Counter-Strike: Global Offensive

    • -HP-
    • August 17, 2012 at 7:18 PM

    Awesome, I hope they keep on supporting this game for a good while, cos it needs that extra love that Valve typically does after releasing a title. The release is only the first step for titles like these.

    Does anyone know a guide on how to customize the game a bit? I really miss the "force models" from CSS, where you can for instance force all the T's to always load the same model of choice.

    As it stands right now, the skins are very confusing as the silhouettes for the T's and CT's are very much alike for the most part, and that fact alone reduces your reaction time.

  • Valentin Levillain - Level Artist

    • -HP-
    • August 17, 2012 at 2:07 AM

    koth_kong_king is the shit dude! God damn, you should be proud... you need to be proud!

  • Counter-Strike: Global Offensive

    • -HP-
    • August 16, 2012 at 10:00 PM

    Gave it a quick shot yesterday, I like how they didnt forget the veterans and theres a lot of options in there specifically to apeal to people that will come from both cs1.6 and cs:s.

    So far... it's more of the same really, with some added stuff on top. I will reserve any further comments until I play more of it, but so far it plays really well. If anything, it's a good excuse to go back to a damn good and fun game.

  • Uncharted 3

    • -HP-
    • August 16, 2012 at 7:40 PM

    Wait wtf, they released a blockout level? Does anyone have more info on this? Do they released it this way to get feedback from players to finish out the design before arting it up, or...?

  • Gamescom 2012

    • -HP-
    • August 16, 2012 at 1:39 AM
    Quote from 2d-chris

    I just added tons of photos from gamescom, can see them at;http://%7boption%7d

    my person fav being this one, scary chicks but would bang

    [Blocked Image: http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/621980_10151006222343479_874945604_o.jpg]

    Awesome photos man!

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