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Posts by text_fish

  • The Olympics Committee officially opens to eSport

    • text_fish
    • November 2, 2017 at 9:46 PM
    Quote from Pampers

    5 hours ago, Pampers said: I'm having problems understanding who is pushing for this?

    Presumably people who enjoy watching esports and want to see it get more global recognition. I can't say I was one of the people pushing for it myself, but I have always longed for the day that I can walk in to a pub and watch a CSGO tournament on the screen, so if this helps raise esports' profile I think that's a good thing!

  • The Olympics Committee officially opens to eSport

    • text_fish
    • November 1, 2017 at 11:01 AM
    Quote from laminutederire

    45 minutes ago, laminutederire said: You can do a paintball game, I was thinking about it. But you can do it as a police training mode or something like that, this way you can try to keep it serious

    I've always found paintball modes in FPS games to be quite silly and unsatisfying. It's difficult to link the concept of being hit by a bit of paint to any compelling narrative consequences. It's also something that could very easily just be incorporated to the Olympics in a non-video game form. I think for e-sports to get a real foothold in the Olympics they need to be able to offer something that a real-life version of the same game couldn't (at least safely).

  • The Olympics Committee officially opens to eSport

    • text_fish
    • November 1, 2017 at 9:08 AM

    Maybe Valve will put a bit more work in to their low violence mode? IIRC at the moment 'dead' enemies lie down with their hands behind their heads and there's no blood. It's quite funny to watch really.


    Or maybe the core needs to step up and create a non-violent tactical shooter that isn't silly day-glo splatoon-style paintball? Here, I'll throw a design in to the hat:

    SUPER-DUPER-TAG-TEAM-TAGGING Team-based FPS, where guns shoot "tags" instead of bullets. Instead of killing or hurting the player, tags simply remain on their avatar accumulating points for the other team. Team-mates can de-tag each other simply by approaching their team-mate and holding "use" until the tags are gone. Once a tagged player accrues 100 points for the other team they're 'frozen' and can't shoot any more, until their team-mate fully de-tags them.

    In amongst all the tagging there would be some sort of asymmetrical objective such as capture points or a one-flag CTF mode, to provide interesting map strategies and give us a reason to develop new maps for it.

    The end

    Now we just need to sell it to the Olympics for $£$£$£$£'s.

  • Counter-Strike: Global Offensive

    • text_fish
    • October 12, 2017 at 2:13 PM
    Quote from Pivac

    34 minutes ago, Pivac said: - Terrorists being able to spot/shoot CTs passing to B (changing the Mid doors position to obscure vision from T spawn seems like a decent solution here)

    [Blocked Image: https://i.imgur.com/wRnGZng.gif]

    That's like, one of the most iconic parts of dust 2? The mid doors allow T's to try and ascertain how many CT's are going B and it allows CT to cover suicide so that T's can't rush mid. It's a near perfect bit of map balancing.

  • Site Changes and Feedback

    • text_fish
    • September 6, 2017 at 8:33 AM

    I realise it's all WIP, but just wanna say I don't like the massive "Our Picks" thing on the front page now. Personally, I want to be able to see the sub-forums front and centre as soon as the page loads. If you want a more editorialised front-page, maybe mapcore.org/forums could lead to the old stripped-down version for those of us who can find stuff ourselves?

  • AoE IV

    • text_fish
    • August 30, 2017 at 11:40 PM

    I think it should cover 8 ages, basically smooshing together the four from AoE 1&2. I guess if Microsoft still want to pretend they didn't fuck up with AoEIII they can throw some boring New World shit in somewhere, but Stoneage to Imperial is where its at for me.

  • Quake Champions

    • text_fish
    • August 28, 2017 at 3:47 PM
    Quote from Mitch Mitchell

    19 hours ago, Mitch Mitchell said:

    1. Create BSP level, playtest the hell out of it until it shines like the tower of the pharaohs.
    2. Apply a script-aware texture/material to walls, floors, ceilings, windows, doors and differentiate between outside and inside.
    3. Apply script to map/level
    4. Script asks where the walls, floors, ceilings, windows and door meshes are - trims are assumptive.
    5. Script auto-populates level with said meshes, keeping inside the 'dimensions' of the BSP Geometry.
    6. Script has a 'seed' to RNG the usage of meshes for variety.
    7. Profit.

    I'd rather they didn't release any kind of editor than put me through that soulless bastardisation of hobbyist level design.

  • Quake Champions

    • text_fish
    • August 26, 2017 at 12:14 PM
    Quote from Mitch Mitchell

    17 hours ago, Mitch Mitchell said: I doubt they will ever produce a level editor

    I dunno. I kinda assumed the move away from idTech was because everyone complains mega-textures are too hard for the community to make. That might be a bad assumption though, I have been known to make them on an almost daily basis.

    To be honest, if they released some maya plugins and a bit of documentation I wouldn't mind learning to use Maya. It's obviously important for devs to support modding communities, but we also have a duty to ourselves to keep up with modern level design standards.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • text_fish
    • August 25, 2017 at 12:49 PM
    Quote from will2k

    44 minutes ago, will2k said: Steam=safe bet, steady cash flow, monopoly

    This is where I see them coming undone actually. HL2 was pretty much the catalyst to Steam's success and they may come to a point where Blizzard or Bethesda are in a position to release a platform exclusive game big enough to start tempting people away from Steam. Hell, Blizzard have already bitten a chunk out of the CS:GO and TF2 community with Overwatch. With giant IPs like TES, Fallout, DOOM and Quake Bethesda are surely only a few years away from being in a good position to go it alone as well. Valve need AAA games to keep Steam's stranglehold over the PC market and the big producers aren't going to keep sending Valve a healthy chunk of their profits if they don't have to.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • text_fish
    • August 25, 2017 at 10:07 AM

    Hah. Top of the front page on reddit. Love it.

    Who's gonna make a mod out of this then?

    As I was reading, I was trying to imagine how it would feel as a game. Visually it would be really impressive certainly, but it needs a gameplay hook. All I can think is that maybe there are time-portals that the player can see through but can't safely traverse without being ripped apart, so you have to use the gravity gun to move objects between times and solve puzzles/fight enemies.

    I think Laidlaw missed out on a huge emotional hook, which would be Alyx trying to find a way to use the time loops to save Eli. Perhaps discovering that this is impossible is the moment which drives her mad enough to kill Judith.

  • Doom (4)

    • text_fish
    • August 24, 2017 at 10:08 AM
    Quote from FMPONE

    7 minutes ago, FMPONE said: Such a well-paced game. Nearing the end I think.

    Actually I sort of disagree with the well-paced thing. As you're nearing the end I'll hide my thoughts:

    Spoiler In the second half of the game some of the battles got a bit repetitive. I guess this is partly because by that point I'd got all the weapons and useful upgrades and learned all the non-boss monsters. It got to the point where I could reliably survive the first few waves of a battle then grab whatever power-ups were nearby to easily take out the big guys that inevitably spawn in the last wave or two. The berserk was insanely fun the first time I used it, but after that initial novelty wears off it's just overpowered.

    The repetitiveness reached its crescendo in the level with three near identical battles around the dead wraiths. It would have been so much more rewarding if the final wave of each of these battles had included a living wraith with some sort of unique attack.

    I found the boss fights quite disappointing too. I had been really looking forward to fighting the spider mastermind and cyberdemon, so it was a huge disappointment when they both turned out to be bullet-sponges in a basically flat atrium with 0 level design. I forget what the worm-boss things are called, but they didn't seem very DOOM-y and it was just frustrating when I finally defeated one, only for two to then appear in exactly the same boring arena. I think I understand the design intention for the boss battles which was to make the player focus on the boss's range of abilities, but this relied more on trial and error than intuition, so I think some sort of environment puzzle would have been more rewarding.


    All complaints aside, it's still the best singleplayer fps I've played for years and years.

  • Quake Champions

    • text_fish
    • August 23, 2017 at 4:12 PM

    Initial impressions

    • Fuckin' lag. I've set my location options to find servers in the EU and Russia, but either due to bugginess or a lack of servers, I always end up connecting to a US server and get ping spikes >500. Normally I'll be hovering at around 50-80, at which point it's a fun blast.
    • Fuckin' UI. I don't know who designs the UI's at ID these days, but they're always an abominable cluster-fuck. It's great that I can click on a big red "Play" button to get right in to the action, but everything else of any value seems to be hidden ten clicks deep.
    • No bots. As soon as the server problem gets fixed this won't bother me so much. I do like bots though.
    • That tutorial level! WTF? Who thought it would be Quakey or even remotely fun and rewarding to kill giant coloured bubbles? And why did I have to connect to a server to play it!?
    • I love the maps I've played so far.
    • I love the movement physics, again when lag permits.
    • I'm not entirely sold on all the guns. The railgun feels a little flakey at the moment and I don't really "get" the one that flings a volley of exploding darts. Why is there no grenade launcher? The rocket launcher needs to feel a bit more meaty too.
    • Pink quad damage? Really? Did that come from the same person who brought us big fluffy tutorial bubbles?

    I'm probably being a bit harsh because of point #1. All in all I think it's on the right track to render Quake Live redundant, as long as they release a solid level editor.

  • Quake Champions

    • text_fish
    • August 23, 2017 at 9:05 AM

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

    Awwww yiss. Day 1 purchases are a rarity for me these days.


    Update: Wow, only 11.2 gigs? The last few ID/Beth games have thoroughly ravaged my hdd. Hope this doesn't mean I'm going to have to download the premium content as I go.

  • AoE IV

    • text_fish
    • August 22, 2017 at 2:17 PM
    Quote from RivFader

    1 hour ago, RivFader said: AoE3 was such a disappointment, I really hope they learned their lesson.

    I'd say a huge part of learning any kind of lesson is acknowledging mistakes in the first place. Unfortunately Microsoft have completely glazed over the rubbishness of AoEIII in the video below, but hopefully that's a case of the marketing department being typically cowardly and pathetic rather than the developers being ignorant.

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  • AoE IV

    • text_fish
    • August 22, 2017 at 8:33 AM

    PleaseDon'tBeShitPleaseDon'tBeShitPleaseDon'tBeShitx1000000

    Things I want: -Complete freedom of building placement, none of that shitty AoEIII town center crap. -Markets & trade units. -Crappy voice acting. -Large maps. -Proper Black Forest RMS. -More complex espionage techs/units. -Trees that grow back. -Wololoooo.

    Things I don't want or can very happily live without: -Cards. -Home Cities. -3D. -Heroes.

  • Doom (4)

    • text_fish
    • August 18, 2017 at 11:50 AM

    Oooh, I found a somewhat game-breaking bug on this level:

    [Blocked Image: http://i.imgur.com/89D1Lfq.jpg]

    I did a finishing move on a monster that was standing on top of a crate and afterwards I spawned inside the crate with no escape! It was quite amusing really, but only because it was very near the beginning of the battle. I'd have been annoyed if it happened a few minutes later.

    Anyway, just thought I'd post about it here incase @BJA wants to flag it up with someone. I imagine a simple fix would be to replace the hollow crate assets with solid ones, would save a few precious poly's too.

  • [CSGO] De_Angels (WiP)

    • text_fish
    • July 4, 2017 at 10:48 AM

    I think the flags would probably just confuse people more, personally. If there's a really good reason to set a map in a Venetian themed hotel in California then by all means go for it, but I can't really see why you would choose that over a simple Venetian setting. If you do decide to keep the Cali Hotel thing, I would suggest creating some new assets that look "mock-Venetian", such as cardboard cutouts of Gondoliers or a much more scaled down plasticy looking version of St Mark's Campanile. Valve's Venice assets were designed to look game-real rather than game-fake-real.

  • Counter-Strike: Global Offensive

    • text_fish
    • July 3, 2017 at 9:17 AM
    Quote from blackdog

    7 hours ago, blackdog said: How fucking deep is the sewer from where the deepshits playing this game come from?! Just got kicked out of a competitive match because... my team gets obliterated, I manage to pick 4 of 5 getting behind them, they tell me to rush in the site because I don't have the defuser and I get picked because I couldn't check the corner properly (I would have just saved or tried to pick the last one for the money).

    This has always been my biggest gripe about CS in general, so many of the players are thicker than pond scum. The whole "clutch or kick" meme is so fucking retarded, and it's almost always started by someone who spends 90% of their time spectating because they have 0 game-sense of their own and end up dead within seconds of the round beginning. I feel your frustration.

  • [CSGO] De_Angels (WiP)

    • text_fish
    • July 3, 2017 at 9:11 AM

    Hello! Looks like you've made some good progress so far. I can't comment much on game-play, but I have a few thoughts on the aesthetics:

    • "Venetian-themed hotel on the southern coast of California" is a bit of a weird theme. I'm sure there are Venetian-themed hotels all over the world, but it's never going to be immediately identifiable for the very reason that it's something pretending to be something it's not -- that's getting way too meta when you factor in that a cs:go version would be something pretending to be something pretending to be something it's not. The majority of players aren't going to read the story or map description, so they'll just end up thinking "Hey, this mapper doesn't really know where he wants to set his map". Judging by the video it doesn't look like it would be too difficult to just run with the Venetian theme -- all you'd really need to do is turn the sewer area in to a small canal and change up some of the texturing on a few buildings.
    • There are too many doors. Hotels have a lot of doors yes, but hotels are boring, repetitive places and you don't want your map to be boring and repetitive.
    • There are too many crates and they were clearly stacked by an insane person who never took any health and safety training. If you're just trying to full up empty space, consider some fenced off garden areas or just extending the surrounding architecture out a bit.
    • A lot of it looks quite narrow. This is immediately obvious at the beginning of the video, where the player is bouncing off of the surrounding geometry, but it seems to be a problem throughout. Narrow areas of a map can be useful, but they should be carefully designed in contrast to more open areas, so that players don't feel like they have to bounce off each other and the environment, and also to mix up gameplay styles.
  • [TF2] DEWM

    • text_fish
    • June 30, 2017 at 10:16 AM
    Quote from blackdog

    On 5/15/2017 at 9:10 AM, blackdog said: Mention Source 2, win the internets.

    :D

    I'll join the crowd and say this looks great, but I am also interested in this Source 2 workflow!

    Ahaha, this reminds me my all-time top post on Reddit is literally "Source2".


    This map looks coolio.

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