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  3. text_fish

Posts by text_fish

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • text_fish
    • December 31, 2016 at 3:05 PM

    This is a confusing conversation, because as far as I can tell the definition of "a flashbang" is changing between:

    1) The projectile

    2) The flash/blinding effect

    As far as I interpret it, Grapen wants to block both the projectile and the flash effect, but I think one or more people are only considering one definition, which is the source of the confusion over whether the game is bugged or not.


    I think.


    Maybe.

  • The random model thread!

    • text_fish
    • December 29, 2016 at 12:46 PM

    I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

    Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

    You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

  • What shadows in CSGO maps are intentionally placed for visibility/gameplay purposes

    • text_fish
    • December 16, 2016 at 3:16 PM

    When Valve first introduced dynamic shadows to CS they talked about how it would effect game-play. AFAIK the specific example they used was de_lake because the trees cast a lot of dappled leafy shadow, so clearly it is something Valve take in to account, IDIOTS. (Sorry, I thought we had to be unnecessarily condescending in this thread).

    Intentional or not, the examples at long-A double doors and mid are great, and I believe people perched atop the crates just outside B-tunnels may also cast a visible shadow if they're not hugging the wall, though I often wish I could see my own shadow so as to verify this. Good question @RedHawk, I am also interested to find out about more examples of this.

  • DE_BRUTAL

    • text_fish
    • December 5, 2016 at 5:24 PM

    Thanks Vaya! I like this, I'll probably play around with that in the next build:

    Quote from Vaya

    42 minutes ago, Vaya said: - bombsite in the corner was pretty awkward. I've moved it out a bit to make it more traditional area that can be played around with more options for cover

  • what was your favourite / most inspiring map

    • text_fish
    • December 5, 2016 at 2:59 PM

    @Vilham said:

    Quote

    Quote So I played that map (Q2 The Edge) a little recently and hated it, just watching a video of it right now and can see multiple huge issues with it compared with the gameplay of the game. Has a bunch of weapons down dead ends totally messing with the flow of movement, also making it easy to stop someone getting to those weapons if you already have them. Has a few areas where it goes from nice and open to allow for the fast paced movement of quake to 1 character wide stair ways. Can you explain to me why its considered a good quake map, because I would have thought the opposite.

    I think where we disagree is in the nature of Quake 2's gameplay. A straight port of The Edge to Q3A or most other modern shooters (arena or otherwise) would indeed suffer because there's been a slow and determined move away from map control in DM/Arena FPS's. This change can be seen in its extreme in DooM4, with its loadout system. For me, playing Q2 in the late 90's map control was a hugely rewarding aspect of the game, which rewarded players equally (if not sometimes more) to twitch-reflexes or aim. These days if you jump in to most dm/arena shooters you spawn with your finger on "foward" and don't let go until you die because everybody just bounces around at a million miles an hour trying to pwn the fastest and not worrying at all about playing defensively or learning the overall layout of the map.

  • DE_BRUTAL

    • text_fish
    • December 5, 2016 at 2:38 PM

    [Blocked Image: http://i.imgur.com/Q8LW0Tz.png]

    Here's v03 of the layout.

    As you can see, I've split the T's route to long-A in two, with the right-most path coming out on slightly higher ground to give them more options. I've narrowed the middle of the long-A path with some scaffolding, which restricts the sightline from CT-Spawn considerably, and I've implemented most of @Squeebo's scale suggestions as well.

    Mid has been simplified a lot, so now the catwalks only go around the edge, and T-cat is separate. I wanted to keep some of the cover that the old layout provided so I've put a big old pillar in the middle which nerfs some of CT's sightlines and hopefully provides T's with a few more choices. I've barely touched B and the top half of the layout, save for removing a piece of lazily placed cover in the bombsite and cleaning up the slightly messy sightlines on T's uppermost approach by replacing most of the wire fence with a wall. I know some people didn't like the head-peaking in this area on the last playtest, but I think with some refinement it could prove a fun/challenging encounter for both teams.

    I'll book in another test soon. :)

  • Best Maps Ever Made

    • text_fish
    • December 5, 2016 at 10:47 AM

    Quake 2's The Edge already won best map ever. Everything afterwards just has to strive for second place.

  • DE_BRUTAL

    • text_fish
    • December 1, 2016 at 11:48 PM

    Thanks Squeebo that's really helpful, I'll definitely implement a lot of those scale ideas! :)

  • DE_BRUTAL

    • text_fish
    • December 1, 2016 at 8:41 PM

    So the playtest is over, and as usual despite everyone being very nice and constructive I feel like I've just come out of a prostate exam. But that's my issue! I got some really good feedback and my priorities for the next iteration of the layout are clearly to make the main T-A route a bit less of a cluster-fuck and simplify mid. I've got a few ideas how to do both, but any other suggestions are gratefully recieved! Many thanks to everyone who played. :)


    Oh and for the people who wanted to know more about the theme, this is the Pinterest board I'm putting together which goes some way to illustrating the direction I'm planning to take.

  • DE_BRUTAL

    • text_fish
    • December 1, 2016 at 5:17 PM

    I've made a pretty major change to the T->B route today, as well as playing with bits of cover here and there, and as a temporary solution to Radu's point about T spawn being a bit narrow I've widened that passage. It'll probably end up looking something like this.

    Here's the new B route, hastily shoehorned in to the old overview for the purpose of tonight's playtest:

    [Blocked Image: http://i.imgur.com/mi0NnS0.png]

    For a while I've hummed and hah'd over the T's approach to B. In the original layout they just had one route coming off lower mid, the aim being that they would have to charge through with multiple smokes and whatnot but I fear this would render the B half of the map too undesireable. After I put in a new connector from upper mid straight in to B site the old route became even more redundant, so my thinking with the new route is that it's still bit of a risk for T's to rush, but one well placed smoke or well timed flash should get them through and then any CT watching mid will need to rotate. Could be good for decoys too.

  • DE_BRUTAL

    • text_fish
    • December 1, 2016 at 9:06 AM

    Thanks Radu, I'll play around with that idea! :D

  • Let's feel old and depressed.

    • text_fish
    • December 1, 2016 at 8:51 AM

    I turned 33 on the same day that Quake turned 20 this year. I did a speed run of the first episode to celebrate.

    Ageing's great really, especially online. The older you get the more often you get to say things like "I WAS RUSHING B BEFORE YOU WERE BORN SONNY!" and "I was geek BEFORE it was chic!".

  • DE_BRUTAL

    • text_fish
    • December 1, 2016 at 8:26 AM

    Mapcore playtest confirmed for tonight if anybody's interested in shooting me. :D

  • DE_BRUTAL

    • text_fish
    • November 30, 2016 at 4:32 PM
    Quote from text_fish

    On 11/2/2016 at 7:32 PM, text_fish said: I'll pop it up on the workshop tomorrow and book in a play-test ASAP.

    Aaaand just 28 days later I've got it on the workshop. How's that for speedy! Here 'tis.

    The layout's been through a number of changes and refinements over the last month, so the most recent overview looks like this:[Blocked Image: http://i.imgur.com/dfBJdFU.png]

  • [CS:GO] de_scepter (WIP)

    • text_fish
    • November 23, 2016 at 11:02 AM
    Quote from Squad

    On 11/16/2016 at 9:49 PM, Squad said: [Blocked Image: http://i.imgur.com/jMbPvJm.jpg]

    I definitely feel like Valve had got bored of remaking inferno by the time they got around to that stained glass texture. The lighting is nice and subtle though.

  • What's your favourit game ending / final boss ever?

    • text_fish
    • November 22, 2016 at 11:28 PM

    I loved original PoP and PoP:Sands of Time. They just turned him in to a SuicideGirl after SoT and it got a bit too cringeworthy.

  • What's your favourit game ending / final boss ever?

    • text_fish
    • November 22, 2016 at 4:54 PM
    Quote from BJA

    43 minutes ago, BJA said: RAGE

    Cool, do we get to try that out for ourselves soon?

  • What's your favourit game ending / final boss ever?

    • text_fish
    • November 22, 2016 at 12:35 PM

    GLaDOS.

    I'm probably alone here because it was poorly recieved at the time, but I really liked the end of Medal of Honor: Allied Assault.

  • [CSGO] Junction

    • text_fish
    • November 21, 2016 at 11:42 AM

    Can confirm, map does feel like it hasn't been sufficiently tested. For starters, most of the issues in this post in the WIP thread haven't been addressed. Or perhaps somebody uploaded the wrong build?

    You can still disappear underneath the angled walls at T spawn, and they can be shot through which is the most game breaking bit. I would also argue that it's pretty game breaking to have a model with such terrible collisions (the shiny fountain thing) slap bang in the middle of a bombsite. If the player can't trust that their bullets aren't going to ping off an invisible wall, what's the point in playing? IIt shouldn't be difficult or expensive to make collisions for a model like that, and then you could slap a playerclip over the top if you don't want people climbing all over it.

    I haven't played with any of the related console commands to look at what's being rendered, but movement in larger areas feels rather choppy or sluggish at times, so I feel there may yet be a fair amount of optimization pending.

    Lovely visuals though.

  • POTUS 2016

    • text_fish
    • November 14, 2016 at 12:51 PM

    You're absolutely right Vorontsov, but "BARELY behind" definitely can't be considered a landslide victory. The fact is a landslide is hugely unlikely for anybody because America and most Western countries are currently hugely divided on many issues.

    In my opinion, these divisions have left an opening for opportunists like Trump, Farage, Le Pen etc. to exploit. They're all politicians who sadly choose to point their fingers at largely defenseless minority groups and say "YOU'RE THE ENEMY, YOU'RE THE PROBLEM", and then the victims of massive political failures such as austerity and capitalism (as we know it) say "OH YEAH! IT MUST BE THEIR FAULT THAT I CAN'T FEED MY FAMILY! ... AND ... HEEEEEEEEEEEY WAIT A MINUTE, THEY LOOK A BIT LIKE THAT SUICIDE BOMBER WITH THE BEARD AND THE FUNNY COMPLEXION WHO KILLED THOSE POOR PEOPLE WHO LOOK MORE LIKE ME! ... KICK THEM OUT! BUILD A WALL!"

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