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Posts by cincinnati

  • The Natural Selection 2 Thread

    • cincinnati
    • July 27, 2010 at 2:00 PM

    the only thing i was able to do was create a local server and go spectate. joining a team gave me a crash and attempting to join a dedicated server gave me a hang.

    my first impression? the specularity in the engine is ace.

    looking forward to being able to say more.

  • Video games can never be art (?!)

    • cincinnati
    • July 5, 2010 at 5:12 PM

    surprised nobody's posted this yet

    http://%7boption%7d

  • Microbrush 2?

    • cincinnati
    • May 6, 2010 at 1:25 AM

    the guy that made it is posting in the hammer thread http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • cincinnati
    • April 1, 2010 at 8:10 PM

    unless this is the coastline of some continent (read: not an island), those falls are moving way too much water per second.

    otherwise looks quite nice.

  • XSI > Source Tutorials

    • cincinnati
    • December 18, 2009 at 3:05 PM

    the last version of the mod tool i used was 4.2 (pre-autodesk)...and there was a crash issue with importing .vmfs. i downloaded 6 a few months ago, but have yet to use it. i don't really venture beyond static props, is the source plug-in for this aspect of it officially broken?

  • Left4Dead 2

    • cincinnati
    • November 17, 2009 at 6:40 PM

    i see no sign of the sdk.

    opened up the l4d1 authoring tools to see if it would just update to that...nope.

  • Zero Gear - an indie multiplayer kart racing game

    • cincinnati
    • November 11, 2009 at 3:36 PM

    is there a way to know who is in back of you and what they're doing (a mirror)? if not, i think one is sorely needed. would ramp up the strategy.

    fun diversion into something that wouldn't normally interest me. really nice work so far.

  • Left4Dead 2

    • cincinnati
    • November 4, 2009 at 10:49 PM

    it was part of the crash course update.

    i personally don't like the mechanic as a solution. while i agree that items should be equal, putting them in the exact same spot exacerbates another area of the game that seems difficult to reconcile for competitive play...knowing where things are (first team searches...second team just remembers).

  • The first DirectX 11 benchmark

    • cincinnati
    • October 24, 2009 at 4:50 AM

    why must these advances be at the expense of my feet on that footpath?

  • Tactical Intervention

    • cincinnati
    • October 1, 2009 at 10:08 PM
    Quote from dux

    He sold cs when he was young and only wanted to pay of his student debts. He never expected cs to be as popular as it has become. If he knew know he woulda have sold it for a lot more. So he says

    that makes sense, but what i really don't understand is how he goes on to valve and doesn't somehow reap some sort of ridiculous windfall from its ongoing success.

    i would think that at the very least, he'd be able finance the project himself while living in his parents' basement.

  • Tactical Intervention

    • cincinnati
    • October 1, 2009 at 7:01 PM

    i know nothing of studio politics or economics, so could somebody tell me how it is, with the astronomical success of cs, that Le isn't able to finance his own project, and is relegated to moving in with his parents to save money?

  • The Ball - Indie FPS Action/Puzzle Game

    • cincinnati
    • March 30, 2009 at 9:53 PM

    well, i don't know what sort of new mechanics or puzzles are involved in the levels you're working on, but i actually played the mod for a bit, back when i originally downloaded it, to see if i could avoid touching the ball in any way that would cause any significant harm. it was a little challenging at times, but not frustratingly so, and certainly added a new layer of awareness to the game.

    also, i wasn't suggesting that it kill you...at least not always.

  • The Ball - Indie FPS Action/Puzzle Game

    • cincinnati
    • March 30, 2009 at 4:00 PM

    hey

    i bought ut3 when it was super cheap just so i could check out the ball. though i'm much more of an multiplayer gamer, i enjoyed the mod a lot.

    though it definitely seemed like an evolving game (and the new screenshots bolster that assumption), the one thing i really remember wishing was different was the player/ball interaction insofar as the ball does no harm to the player.

    there were so many instances when i would be pulling the ball toward me from some far off corner where it would, just for a second, suddenly appear (coming down an incline, for example) and scare the crap out of me. this would be very short lived, of course, when i would realize that the ball wouldn't hurt me as it barreled toward me. i think the mechanic would work so much better if the ball could also be your enemy and do damage to you if not used with thought. the immersion is lost for me to an extent without this feature.

    good stuff, though. looking forward to the next release.

  • SFAM - Arhurt

    • cincinnati
    • March 14, 2009 at 9:18 PM

    haven't seen the film, but that's straight outta Étienne-Louis Boullée from the 1700s, btw

    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/f/fd/%C3%89tienne-Louis_Boull%C3%A9e_Nationalbibliothek.jpg]

    looks good so far.

  • [TF2] cp_kwik_beta

    • cincinnati
    • February 27, 2009 at 2:22 PM

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…kwik_b1ani2.gif]

    cp_kwik is a three stage, 8 objective attack/defend map.

    this is the first beta version and a number of potential issues are already in mind:

    1. wayfinding...i know the map can be a little confusing and i hope to improve on this in subsequent versions. hopefully, play time on the map will mitigate this, but in the meantime, never be afraid to follow the arrows.

    2. balance...it's pretty much a complete mystery to me if this will play anything like what i've imagined, as i've not done extensive playtesting along the way. i also stopped playing tf2 on an obsessive basis shortly into making this map, and while i'd like to think that i considered the abundance of possibilities that class based gameplay presents, i'm sure i'm guilty of doing a few don'ts.

    3. theme...a sort of narrative theme is there, but it's really just window dressing for the primary theme, which is the geometry of the map.

    as it turns out, though, red punch is lethal (though, ironically, infused with vitamins), and the blu team, having just discovered this, are making their way into and through red's production facility to shut the operation down. the map itself doesn't come off as a traditional factory, but making unconventional beverages calls for unconventional geometries, no?

    4. round times...i've done little more than add about 260 seconds for each cap. this is a number from which to judge times and will most likely be tweaked after testing reveals some patterns.

    5. i've also implemented 3 different sub-objectives, which are achieved by tripping a blu sort of laser beam. the beams are placed in advance positions within their respective larger objectives, and they serve to open up, or shut down, certain areas of the map to give blu slightly greater chances. these could prove to be utterly confusing and not so useful, so their existence is subject to change.

    aside from this, the level of detail is low in some places (while quite high in others) and there is a noticeable absence of light models in some areas. on the plus side, i've clipped great portions of the map to ensure smooth movement along what would otherwise be pretty annoying collections of surfaces.

    thanks to the [cC] and yinyarr guys and girls for coming around whenever i've put up alpha versions of the map and thanks to preacher for help with the web stuff.

    enjoy, and don't drink the red punch.

    DOWNLOAD

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…b1a0001copy.jpg]

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  • [INS] ins_hermes_beta5

    • cincinnati
    • February 14, 2009 at 2:24 AM

    download beta5 HERE...or join us @ [cC]INS (8.9.30.107:27015) to get it off my fast downloader (the file and accompanying assets are pretty hefty. if your steam download status seems to hang at zero for a while, the file IS downloading...be patient).

    there have been some changes to access and geometry in a few key places (in large part to benefit the usmc at the first two objectives), but this update is otherwise very centered on cosmetic upgrades. the level of detail has been increased significantly as, given the sheer size of the map, i continue to play a delicate balancing game of staying below a couple of engine limits.

    the map has always seemed to get good responses gameplay-wise. hopefully the detail conscious amongst you will be satisfied with the latest iteration of this ongoing work.

    thanks in advance to those who give the map a try and, of course, thanks to the dev team for putting out a solid product that easily justifies all of the time i've spent on this to date.

    enjoy.

    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/hermes_beta5/fora/ins_hermes_beta5_ani.gif]

    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/hermes_beta5/fora/ins_hermes_beta5a0001copy.jpg]

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    [Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/hermes_beta5/fora/ins_hermes_beta5_ani2.gif]

    credits: map and custom assets by cincinnati. lumber model by generalvivi. any custom texture that begins with the prefix NOWH_INS_ used existing INS textures and altered them to varying degrees.

  • ins_hermes_beta4

    • cincinnati
    • November 2, 2008 at 5:21 PM

    thanks for the feedback, guys.

    unfortunately, the detail thing is a tough proposition. this map is absolutely huge (i don't know of another source multiplayer map that approaches its size). the world brushes are very nearly maxed out, and i'm constantly playing a game of trading in models for brushwork that puts me over the tjunc limit (my waterindices reach that 100% mark often) and halts my compiles. i'm looking forward to getting this thing on the orange box, though i've not tested its limits (anyone know if it's more generous when it comes to these things?).

    on top of this, i'm suffering a bit on this version because of the download size. on the last version, i could fill a server within minutes. this version, which weighs in at 110mb (without hdr or cc), and is about three times the size of the last version, sees a lot of aborted downloads, and while the insurgency crowd has proven to be a patient one and we have gotten a lot of good games on it, 110 mb is dead in the water by many people's standards.

    so...do i continue to make decals and models to busy it up some, and bloat the bsp even more? ...or do i look for a more happy medium? i've gotta figure that out.

  • ins_hermes_beta4

    • cincinnati
    • November 1, 2008 at 5:17 PM

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_hermes_b4.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…es_b4/alpha.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…es_b4/bravo.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…_b4/charlie.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…rumss/delta.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…mes_b4/echo.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…_b4/foxtrot.jpg]

    an immense push map for insurgency...

    the setting is fictional, and all signage is in (garbled) esperanto, the international language of peace and understanding.

    i used a lumber pile model by generalvivi (downloaded from iwannamap.com), and also altered some INS textures to varying degrees (denoted in the directory by the prefix NOWH_INS). otherwise all custom textures, decals, models, and sounds are my own.

    a multitude of changes and additions from beta3 (it wasn't pimped on mapcore, so this may mean nothing to you all). to name a few:

    -two new objectives. these two objectives currently take less time to cap and serve to change the current spawn for the usmc into a more advantageous situation.

    -further improvement on spawns. spawn camping should be a very dangerous proposition, but at the same time, pushing usmc spawns shouldn't be overwhelmingly unfair, thus ideally eliminating that invisible line of what is acceptable.

    -many spawns are located in two different, but adjacent areas, and are assigned by squad. they have been positioned to give advantages to the particular character of that squad (for example, long range lines of site lay outside squad two spawns, giving preference to snipers and marksmen). they also work to deter exit camping.

    -much more of the map is in play.

    -plenty of custom content.

    download the map and all associated assets here and hit button 1. this download includes a res file for server operators, and an IMC2 for both clients and servers.

    for those who have downloaded the map directly from my server ([cC]INS @ 8.9.30.107:27015), you will be missing the IMC2 file. for servers, this file is essential, for clients it enables the class selection screen upon map join. it is inessential, but recommended. you can download the IMC2 standalone (only 890 bytes!) here and hit button 2.

    instructions for unzipping the archives are located on the download page.

    enjoy.

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…umss/arcade.jpg][Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_beta40025.jpg]

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    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_beta40007.jpg][Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_beta40036.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_hermes_ss.jpg][Blocked Image: http://i125.photobucket.com/albums/p45/ate…_hermes_ss1.jpg]

    [Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_beta40017.jpg][Blocked Image: http://i125.photobucket.com/albums/p45/ate…s_beta40006.jpg]

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