Seems unfair to make them replay the same map seeing as fnatic basically spent a full half spectating LDLC on it.
Posts by text_fish
-
-
Quote from Erratic
shows restraint not throwing in overdone CGI for simple things like a desert scene.
Is this a joke? I honestly thought those sand dunes had the most plasticy-cheapo-CGI look out of everything in the trailer!
Still a gooood trailer though. Hoping a new X-Wing Vs Tie Fighter game comes out of this too.
And maybe another Dark Forces. And some t-shirts and lunch boxes. -
-
Really good map, but definitely needs fewer players. It's one of those rare maps that I think will be great for competitive, but a bit too much of a cluster-fuck for casual.
Layout-wise I can't think of anything big I'd change, although I imagine the windy narrow corridor from T side to the nodraw room might feel a bit claustrophobic and restrictive once it's fully textured, and could maybe do with a quick side-exit half way through for T's who find themselves hitting a brick-wall of CT's and wanting to change strat. Or at least a room with some cover so that they can fall back and try to fight a CT push.
I enjoy this screenshot:
[Blocked Image: http://cloud-4.steampowered.com/ugc/548640734074662225/9B7DFA0259CC868F089757A1E4751DCD3F87B944/]
-
Woohoo!
[Blocked Image: http://www.reactiongifs.com/r/hh.gif]
Congratulations people! Wish I could pull a sicky and play this all day.
-
Quote from tr0nic
Lol. Visors down. Weapons charged. Arse engaged. Let's roll-oll.
-
Hey I think I remember the playtest. Was bombsite B inside, half way up some stairs?
-
Quote from SpronyvanJohnson
it still shoves Uplay down your throat. So I basically paid more for something that was unavoidable.
If it makes you feel any better, I think Steam loads a paired down version of Uplay, so you've got a little less of its horribleness on your system.
-
If anyone here works for Ubisoft, please can they locate the most senior member of staff in their vicinity and give'em a good hard kick in the balls for me?
P.S. video footage or it didn't happen.
-
I loved prodigy, but it would need some pretty serious balancing to stand up in CS:GO I recon. Like maybe an alternative route in to the vents for terrorists, or something.
-
Me too! I'm so bored of Dust 2 now.

-
-
Quote from RaVaGe
You don't get the point dude, nobody here cares about your map and your ideas,
I don't even think it's about people not caring. I know I care about seeing interesting projects here, even if they're WIP. The thing that gets me is the assumption that the people here are so devoid of ideas and moral scruples that they're just sitting on the forum waiting for somebody to post something good enough to steal!
And now it transpires it's already been stolen from a different game -- are we being trolled?

-
I'm totally stealing that idea.
-
First impressions:
I think I agree with most people that playing as a human can be a little boring. Just feels like you do 10 minutes of running around before you get to the more interesting bit. I guess this is sort of to be expected in a hunting game, but I think better level design could redress that imbalance, as currently there doesn't seem to be much of a sense of place about it. I've only played on Fusion (are there any other maps in the alpha?), but it just seemed like a bunch of generic sci-fi prefabs thrown in among a bunch of even more generic alien-jungle bits.
My first game was a washout due to performance issues, which were fixed easily enough by reducing graphics settings. I nearly abandoned the second game because I got desktopped (it happened the first time somebody threw down a big dome thingy, but that might be coincidence), but when I got back in my team were waiting near me so I figured I owed it to them to stick around. We had someone who had clearly played quite a bit and made a good leader, so that helped -- I could definitely see it becoming a lot more fun when more people know what's going on, but that initial learning curve can prove deadly to multiplayer games. Hopefully the devs intend to ship with a bot mode for practice.
All in all, I think this will probably be more popular on consoles if it takes off at all. And that's not just because it told me to hit A to start the game.

-
I saw a great suggestion on Reddit a while ago, which was to remove the warning Terrorists receive when a hostage is being taken. It would definitely encourage T's to be a bit more tactical in their defense.
I also think it was stupid to put that hostage near the bridge in Italy.
-
Quote from jackophant
if someone runs off vertigo with the bomb it magically appears near the place they fell off
trigger_bomb_reset
If somebody throws the bomb in to the trigger brush it respawns where they were standing when they threw it. If they jump in to the trigger brush whilst carrying the bomb, it respawns at the last point they were standing on solid ground within the nav mesh.
de_seaside was supposed to have this implemented in one of the updates, but I guess it was used wrong or that particular part of the map was missed.
-
Quote from tomm
me too
[Blocked Image: http://www.transformer-ivan.net/wp-content/uploads/2012/06/wall_prostitute.gif]
I only caught the end of it.

[Blocked Image: http://25.media.tumblr.com/tumblr_mdagzgUIDG1r8l821o3_500.gif]
It's a good map though. I really like the atmosphere, and from what little I played it seemed like there were good opportunities for CT flanks and stealthy bits.
-
Yeah, I definitely need to fix the colour-scheme. I fucked myself a bit from the get-go with the bunker theme as it sort of limits a lot of the architecture to gray/brown so I'll probably increase foliage and put some worn paint around the place.
-
You could just use one breakable for the high skylight, as I'm sure in the heat of battle nobody would notice you hadn't made an individual one for each pane of glass. Either that or make it a func_illusionary so nades can just pass straight through it. I guess it depends how awesome the nade possibilities are.
