Posts by text_fish
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Quote from TheGumaDisplay More
I know how to fix Nuke.
You don't.
It is heavily reliant on team strategies and either way you get team switch after half-time.
It would make it very different for competitive play, and any team who knows smokes and flashes can easily dominate Nuke on T side.
I think it's time you guys stop yolo-queuing and find some friends who can help you out.
Or, just stop playing Nuke in general. That could be a form of protest I guess.
By your logic no map is broken -- all the poorly balanced maps just aren't being played right. Therefore we may as well all give up on level design?
Even if Nuke doesn't get fixed, it's an interesting exercise to discuss possible changes, and it's the sort of discussion I'd like to see more of rather than less, especially on a forum full of accomplished and aspiring level designers.
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CT will always get to heaven before T's manage to reach roof so I don't think it would be terribly OP. It would probably be necessary to block access to the rafters on the T side so that really fast CT can't rush there and pick T's off through the windows before they've even had a chance to push, but that wouldn't be such a bad change anyway as I've always thought it ridiculously OP to allow CT to sit directly above the entrances to A.
I like the idea of just a few of the windows being see-through though, that would be a good compromise.
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Quote from Black_Stormy
I was playing nuke the other night and is it just me or is the roof entrance from T spawn totally useless? It takes ages to get in there and then it's not even a shortcut. I think it would be a more attractive route if it dropped you on the rafters above A instead. Kyrptonight do you think you could test that in your remake?
Currently the only purpose it serves it as a hiding place for any terrorists who can't be bothered to suicide using any of the actual routes in the map. It would be an interesting experiment to make the windows around rafters see-through so that T's on the roof can easily counter the camping/sniping CTs and feed information to their team-mates.
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Quote from holiestcows
BlackGold had few custom made props, most of our content came from textures. Im sure Season had a lot more content made for it.
That surprises me. I figured most of the pipes, railings, shipping containers, tarps and the drills/rigs/crane would have been custom jobs. In season it seems like it's mostly texture work with the exception of the lab tech at A, the windchimes and some skybox stuff, off the top of my head.
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It's always nice to see an original layout idea! It'll take a lot of fine tuning to balance, but you seem to have made a good start. You should ask for a playtest
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Maybe they look at each map and decide what they think a realistic target size would be. I imagine Black Gold had more custom props than Season.
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Good fun map. Timings on the route through the car park are spot on and there are good opportunities for nades etc. The other side of the map feels a bit loose by comparison, and as a few people noted during the playtest many of the corridors and enclosed spaces feel a bit too cramped.
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Contest idea: Fix Nuke.
Starting with the VMF that ships with the sdk (or an up to date version of Valve will release it), each contestant makes the changes they think would "fix Nuke" and submits a bsp with working radar etc. as well as a rationale for their redesign.
The mapcore community then choose their favourite 3-5 versions and we invite a bunch of pro/high-ranking players to spend a few hours streaming matches on them.
Much debate and squabbling takes place, and then if a "fixed" version can be settled upon by a majority vote, we submit the new version (or perhaps even a version containing a mixture of the favourite fixes) to Valve for consideration.
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Thanks 'RZL.
Not sure if it exists or if it's even feasible to create but it would be great if there were a plugin that allowed everyone to see annotations on the overview in-game. It would also be cool of each playtest automatically spat out a heatmap, rather than us having to record a demo and run it through a third party website.
And of course, a plugin that adds a mash-up of Quake 3 Arena, UT and Homer Simpson sounds is always very useful and would add a touch of class and professionalism to the server.
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Hiiiii! May I book the second slot on 03/03 if it's not already taken? Working title de_brutal.
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Quote from AlexM
And yeah, there's like no good game sites these days. Makes me really want to start writing about games more

MapCore Gaming Blog! -- Games journalism straight from the mouths of developers. The only rule being that contributors aren't allowed to write about their own product, unless it's some sort of retrospective/postmortem 6+ months down the line. I guess it would be an extension of the current "Features" section, presented more like a standalone ezine and with regular news posts as well as the more in-depth features. I'd read the hell out of it.
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Yay, I like that theme.
Work on getting a few more interesting angles in the architecture if you're concentrating more on pretties than on layout/gameplay. de_cortesde_mesode_mexicade_trollan *I haven't checked if any of those are taken already! -
This whole situation has torn me. I really like RPS and I'm not surprised that they pulled no punches (I'd expect no less!), but starting an interview with "Do you think that you’re a pathological liar?" stinks of cheap click-bait to me, and if PM wasn't already on the defensive it certainly ensured that he would be.
As Blackdog says, there's also a persistent and stubborn refusal among many people (a lot of the RPS writers included, seemingly) to understand the nature of Kickstarter. Anybody who funded Godus (myself included) would surely have had some awareness of PM's sketchy history when it comes to over-promising, and given over their cash in full knowledge that it was a risky project -- either that or they're far too frivolous with their money and are bound to lose it in some way anyway! The beta version of Godus that I played had some promising features, but it was very obviously incomplete so I uninstalled and don't plan to play it again until such a day as the dev's declare it finished.
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Looks like a really original layout, I like it. I guess just be careful there aren't too many complicated angles going on.
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From the overview it seems like it'll be pretty CT sided as they can quickly get to a decent position to snipe entrances to both bombsites and mid? And they'll still have two players available to push forward.
But from an overview it's difficult to say whether the height of ground and obstacles will balance that out.
It also just seems a bit boring, although I can see you're probably going for "minimalist".
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Love the brushwork in the second image.
Layout-wise it looks like there might be a few superfluous connectors in there. Case-in-point, the double-door hallway near t-spawn; that set-up works really well in D2 because both teams reach their side of it at about the same time so you get an interesting stand-off. In your map it will seldom see any combat because it's unlikely to get used in a rotation and if CT try to flank through it the T's will be long-gone. Of course without a version to run around in that's all conjecture!
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All of Valves maps have pretty sloppy optimization when it comes to brush and texture work. Just look at any of the example VMFs included with the SDK!