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  3. selmitto

Posts by selmitto

  • Counter-Strike: Global Offensive

    • selmitto
    • August 24, 2012 at 8:22 PM
    Quote from Jetsetlemming

    I think Demolition may be my favorite mode, even over Arms Race. I fucking love Gungame, but Demo brings in the more structured, team-based elements of normal CS in, while reducing the player counts (The rounds are much, much shorter than normal 'classic' rounds due to the games being 6v6), and keeping the metagame and variety of Gungame. Plus the maps they made for Demo are way better. Baggage is alright, but Shoots (the hut one) is a terrible way too open clusterfuck without rhyme or reason. Pretty much all the Demolition maps (especially Bank, Safehouse, Lake House, and Shorttrain (which is 4 out of 6 Demo maps btw)) are fantastic. Really makes me want to make one for myself.

    Yeah! I love to play Demolition and Arms Race modes. I prefer the latter atm because it enables me to learn the new weapons faster (and I seem to win almost every time, lol). The game desperately needs more Arms Race maps (I want to make one! ) because, like you said, the hut level is shit. Completely shit. The other one is good because it has a lot of possible flows for each team, good shooting points and the layout create some good opportunities to surprise the enemy from behind. I like the Demolition mode maps! That level with the house in the center is really interesting.

  • Counter-Strike: Global Offensive

    • selmitto
    • August 23, 2012 at 10:18 PM

    I'll wait before reporting that bug. According to the update log, there is " Fixed a case where MOTD prevents input to the team select screen.". I think that might solve that issue.

    I'm really noob in this game right now. Good old times when I played the Counter-Strike (1.5, the first one?) almost every day in lan-houses. The colt (m4a1) had a different feel. When I used the silencer, each shot felt kinda "soft" and I felt really good by shooting it (lol!). The muffled sound, the way the crosshair moved in each shot and the (apparent) amount of damage dealt were things that marked me. It was easy to kill people, and being killed too. Right now I feel that it's only easy to get killed... but this seems to be a signal that I need to get used with the new weapon feel and pair my skills with the best players'.

    Now, with this new m4a4 (the new colt?), it all feel different. I headshot but the enemies simply won't die. The sfx looks much more like an AK (as others pointed, the weapons don't have distinct shooting sfx). And, where the heck is the silencer??

    I'm feeling that the delay between each single shot must be REALLY longer to prevent the crosshair to open too much and I miss all the shots.

  • Counter-Strike: Global Offensive

    • selmitto
    • August 23, 2012 at 9:28 PM
    Quote from Pericolos0

    How could they screw up the menus in this game? I've had so many times where I've ended up in an unresponsive menu and had to shut down the game trhough task manager

    What happened to you? I wonder if it was the same that happened to me.

    This bug doesn't happen every time, but it happens enough to piss me off.

    After map changes, as soon as the screen to choose a team (CT/ T) shows up, my mouse becomes unresponsive. It shows two cursors: the standard mousecursor (the white arrow) and that cursor used in text editors right below it. This disables every mouse click interaction with the game and I'm forced to quit playing. I have to open the console and type quit to close the game.

    I'll report it.

  • Counter-Strike: Global Offensive

    • selmitto
    • August 22, 2012 at 6:56 PM

    Yeah, there are Arms Race and Demolition modes.

    They are both based on the GunGame mode (if we look at the credits, there are GunGame people listed).

    The main differences between these two are that in Arms Race you get a new weapon instantly after killing someone, and in Demolition you have to wait for the new round. Also, Demolition's maps are bigger than Arms Race's concentrated-killing-zones maps.

    I'm in for mapCore's session! prepare to die, n00bs!

  • Game Developer Salary Survey 2012

    • selmitto
    • August 22, 2012 at 5:53 AM

    I thought Artists and Animators were paid a lot better than Game Designers.

    yays for the one who chose the vocation that is only better paid than QA.

  • Counter-Strike: Global Offensive

    • selmitto
    • August 20, 2012 at 1:37 AM
    Quote from cityy

    All this would be easier if you all used either the steam group chat or IRC

    Agreed.

    Let's be online in the MapCore steam group channel and announce any ongoing match

  • Counter-Strike: Global Offensive

    • selmitto
    • August 18, 2012 at 8:54 PM

    So... didn't Valve develop (at least the majority of) its own game? I'm curious to know why. Wouldn't be too risky to lend one of their most important franchises to another devs and end up with a game that doesn't match completely their "seal of approval"/ general quality?

  • Counter-Strike: Global Offensive

    • selmitto
    • August 17, 2012 at 5:21 PM

    The gun sounds aren't really unique. I miss the old colt and ak47's sfx. I know they might have wanted to improve the quality and bring something new, and also that the weapons of CS:GO reference weapons that didn't exist before and so they sound different (the army must have upgraded those weapons, right?). But it's hard to tell which gun your enemy is using to try to kill you at a distance.

    The recoil is what impacts me the most. There are situations that I'm sure I'd have killed the enemy if I was playing CS 1.5, but because of this giant recoil, I have to play slightly different, having to shoot a lot slower than before. There are times that I dump all my ammo on the dude in front of me, and I die, leaving him almost untouched. That's something that I can familiarize with, but it takes time.

  • Crysis 3

    • selmitto
    • August 14, 2012 at 4:40 PM

    This MP seems really good!

  • Crysis 3

    • selmitto
    • August 10, 2012 at 4:40 PM
    Quote from 2d-chris

    People seem to enjoy the toad so much I might add a toad firing weapon, easteregg ofc

    Do that!

    On explode: create a poison cloud.

    Impressive tech!

  • Congratulations HP!!!!!

    • selmitto
    • August 5, 2012 at 1:29 AM
    Quote from 3Dnj

    wat

    ahah, true!

    We got married in Portugal, we didn't have the time or the patience to do any ceremony, but we might do something for the mapcorians next summer.

    this /\

    this should be a mapCore world meeting!

  • Mission Improbable WIP thread

    • selmitto
    • August 5, 2012 at 1:28 AM
    Quote from e-freak

    is the fog only a problem on nvidia or ati cards?

    My gfx card is an ATI

  • Congratulations HP!!!!!

    • selmitto
    • August 4, 2012 at 5:35 AM

    Congrats!!!

    Helder is in a combo of awesome events

  • Mission Improbable WIP thread

    • selmitto
    • August 3, 2012 at 9:03 PM

    WOOOOOHOOOOOOOLLL!!

    Quote

    pretty flower

    > <3 I found just one!

    Sorry, Magnar and Rick, but I didn't respect you. Even with the warning,

    Quote

    I USED THAT LEVER! Your note was useless to mee!

    haha

    And damn that

    Quote

    pigeon

    ! Just when I was about to

    Quote

    take a look at the universe

    ....! I loved it.

    And that

    Quote

    new character

    is really funny! I LMAO'd when I was looking at

    Quote

    his master plan really "well drawn" and heard him saying that he was a "master strategist"

    haha

    ---

    [Design Feedback]

    1) Pacing

    I liked the pacing a lot, as also how you reused the environments in a way that makes sense in the storyline. You enter a building, encounter a small challenge, activate something and have to go back. Then, there are bigger challenges: some combines waiting for you, a Fast Zombie jumping in your face where there was just a dead body being eletrocuted and things like that. Great!

    2) Placement of the box of infinite rocket launcher ammo

    I had to try a few times to

    Quote

    destroy the Combine Gunship

    because I always ended up without sufficient ammo on my rocket launcher (I missed some shots ). When my ammo ran away, I had to walk around trying to find some more, but I couldn't in any way, got shot and died.

    After trying some more times, I realized that I could walk on that

    Quote

    slightly broken bridge

    and

    Quote

    reach the garage

    , where a pretty box of infinite rocket launcher ammo was waiting for me. That made my life easier.

    I suggest two things that I believe could improve this experience:

    A) Make the path to the bridge a bit clearer to the player, because depending on the playstyle and skill, the finite amount of rocket launcher ammo can become a real problem in this gameplay area. If players miss a lot of shots and don't realize that they can expose themselves to the enemy shots to

    Quote

    walk on the bridge and get more ammo in the garage

    , they might die too many times and get frustrated.

    B) Simpler: Move down the box of ammo, placing it below the

    Quote

    slightly broken bridge

    (which I believe would be better than to place it in the tunnel).

    3) (Apparently) Endless horde of insects

    After I got the

    Quote

    Gravity Gun

    , I walked in a room with a computer pannel to open the gate, a health pickup on the wall and a loose grate.

    When I pressed the button on the computer pannel,

    Quote

    a horde of Antlions started to come down through the hole in the roof

    . As the grate was between me and the enemies, I stood there in safe and shot each one

    Quote

    of Antlions

    that came close. This offered me no challenge - at least until I keep shooting them and my ammo start to run away.

    After killing more than 40

    Quote

    Antlions

    (I actually counted), I noticed one thing: the game would keep spawning more

    Quote

    Antlions

    until

    Quote

    I use the Gravity Gun to push the grate away

    . Was that a bug?

    4) Puzzle

    I loved that puzzle where we have to activate/ deactivate a computer to

    Quote

    make both "human/ combine containers (?)"

    (I don't know how that's called)

    Quote

    stop right on the right spot to create a hole in the force field

    and enable the player to go through.

    ---

    [Bug Report]

    There seems to be an issue regarding the ocean, the fog and the skybox:

    [Blocked Image: http://i.imgur.com/ncjgv.png]

    Floating rock:

    [Blocked Image: http://i.imgur.com/P4rh6.png]

    ---

    This is a really top quality MOD which I'd recommend to everyone. It was fun, funny and entertaining. Good job Rick and Magnar!

  • Post Your Pic Extravaganza

    • selmitto
    • August 2, 2012 at 3:11 AM
    Quote from dux

    Nottingham is fucking flooded like or some shit by now. He got those so he could go outside.

    Thanks for giving us some context! XD

    Btw, those are nice goggles. You should use them everyday, Thrik!

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • July 30, 2012 at 8:34 PM
    Quote from seir

    I think that menu should me centered or aligned to left. It's more comfortable The rest looks great, good job!

    Thank you! ;D

    Final question (ta-da!)

    • Using the clean menu, do you think that I should keep everything on the same page, even the extra skills? Do they worth that?

    (I aligned the menu to the left, so maybe you need to refresh the page to see it)

  • Mission Improbable WIP thread

    • selmitto
    • July 29, 2012 at 3:24 PM

    It looks incredible!!

    good job!

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • July 28, 2012 at 10:11 PM
    Quote from seir

    First I've overpainted the Game Designer & Level Designer and then I was looking for your profession That's why I didn't noticed that

    Oh, no problem

    I did all updates!

    I changed the font, added separators (they improved the sexiness!) and worked on the other points that you suggested.

    I did that test with the clearer menu.

    I really want to make it looks good, but I'm not 100% sure if, in this case, (almost) everything being displayed on the first page of the portfolio is a good thing.

    • I mean, are the content in Design Docs/ Beta/ Extra Skills "adding points" to me when a potential employer is viewing my portfolio? What do you think?

    I have yet to include the Bug Report & Beta Feedback I did in Diablo III, btw.

    I'm afraid that "(A) deleting the sections above", or "(B) including everything in the home page" can be the only ways to use the simple and clean menu...

    And here are the results:

    -> My portfolio

    [Blocked Image: http://i.imgur.com/rCy7v.png]

    -> Clearer menu test: http://anselmo.gd/clearermenu_test.html

    [Blocked Image: http://i.imgur.com/KJhBo.png][Blocked Image: http://i.imgur.com/AmyHc.gif]

    • Any thoughts?

    (Now I'm feeling a LOT more confident after had implemented the redesign you suggested, thanks)

  • Crysis 3

    • selmitto
    • July 27, 2012 at 8:49 PM

    I wanna play it!!

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • July 27, 2012 at 4:23 AM

    Thank you!

    Quote

    I couldn't see what's your profession so I've wrote "game industry". As you'll notice on some portfolios there's a profession right next to the name:

    I have the profession written right below the logo:

    [Blocked Image: http://img600.imageshack.us/img600/3658/99…469d89d98ca.png]

    Maybe it's not THAT much visible? Damn...

    I'll see if I can include the "Game Industry portfolio" close to that

    Quote

    Cool, but it's hard to find a correct place for it. You could make Personal and Professional parts of portfolio (inform about it in description and in header of the projects' list). I was trying to make such thing on my website but I had only one personal project.

    Currently I have no Professional projects in my portfolio. When I worked as Game Designer in a Serious Games company, I got a lot of relevant work experience, but the projects we developed there don't seem (to me, personally) really relevant to display in a portfolio focused in the Entertainment Industry.

    I created some documents that I find interesting, such as a spreadsheet of game balancing and powerpoint presentations with the game wireframe. However, I don't know if "boring" documents like those are interesting materials to provide in a portfolio. My guess is that they might not be - people usually like to watch videos, view screenshots and etc.

    -> That said, what I currently have are "Personal" and "Academic" projects (ones that I developed in a team while I was graduating in Game Design. That's the reason why those aren't labeled as "personal projects"). So, it would be like this:

    [Blocked Image: http://i.imgur.com/628vD.jpg]

    I'm thinking that this might not be yet the case to separate the projects by kind, until an Entertainment and Professional project pops up. So, I would keep the "Personal Projects" line in the header of the projects and its descriptions - to explicit that I did them all by myself, without any external help.

    Any thoughts?

    (damn, I need to develop something professionally. Anyone in need for a Junior Game/Level Designer? )

    Quote

    If the game is running on Source Engine it means that it's OK If you used GTKRadiant instead of Hammer, just type it in your skills section in resume.

    That's great to know! I actually used the Perpetual Testing Initiative (PeTI) to build the maps. I'll add it in the Software section of my Resume then.

    Quote

    Move it to portfolio as a part of Professional or Personal Work. It's a part of your folio and it should be on one page so it will be easy to print/check on mobile phone. I think that "Portfolio" page (main page) should contain all your works. Only one page. The second page is Resume (with contact) and the rest are up to you (Artices, Dev Blog, Links and so on).

    Hmm I'll try! I'm wondering if there will be too many different kinds of things displayed when a visitor opens my site (joining my current projects with: a scheme of a GDD, Beta Tests, art and animation projects). I'll test it and show the result.

    -> But, this made me think: I'm starting to wonder if the content (and this kind of content) that is currently presented in Design Docs and Extra Skills really add some points to me when someone is seeking for a potential employee.

    With the clearer menu (which I'm really considering to apply), there would be three pages then (considering that I might remove Design Docs and Extra Skills, depending on what you guys say ):

    Portfolio | Resume | Articles

    I took another look in your portfolio, minos', briscoes' (and others') and noticed this "trend". Three simple menus - with slight name variations, but all leading to the same kind of content -, with all the relevant information. Simple and effective! ;D

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