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  3. jackophant

Posts by jackophant

  • TOXIKK

    • jackophant
    • January 27, 2015 at 4:01 PM

    Considering they promise "no bullshit", the names of the weapons are pretty superfluous.


    I find it all a bit too... I'm not sure exactly what word I could use, but literally everything glows. There are fucking lights everywhere. Pretty sure my character model as a light on his groin:


    [Blocked Image: http://i.gyazo.com/1b128b31ec63cd5947cf1853b618e636.png]

    * Danger Danger / High Voltage *


    Couple of more serious comments though:


    The cerberus is just leagues beyond any other weapon, everything pales in comparison, and the movement feels jerky. The running speed is quite slow and then you suddenly blast in a direction and are back to slow movement. It bugs me!


    There also seems to be some sort of wall jump ability that I've not seen explained anywhere but have managed to pick up.


    I do think it shows real potential, but I worry that the future release of UT4 will just completely roll over it

  • [CS:GO]de_zoo

    • jackophant
    • January 27, 2015 at 11:14 AM

    oh em gee squad, y u copy?

  • Question about levels and old school level designers.

    • jackophant
    • January 27, 2015 at 10:04 AM
    Quote from blackdog

    Well Aztec was highly regarded in 1.6 times, but isn't it unanimously considered unbalanced? Same Dust. Those maps came out at the right time and gained critical mass; that made em famous. When I started playing CS, toward the end of 1.6 life cycle, they started to be looked at more objectively, got less and less play and that convinced Valve to modify their gameplay in recent iterations.

    Am I completely wrong?


    I think you're right about the critical mass suggestion making them famous, but I don't think the same considerations of balance went into the maps either.


    People were initially happy with it, but as time went on, the game needed to develop for the competitive scene. Instead what happened was better community balanced maps and the better stocks maps were used instead and aztec/dust were left behind. Although Nuke wasn't... I suppose it's not so wide open and awp friendly, despite it being CT sided

  • [CS:GO]de_barista

    • jackophant
    • January 26, 2015 at 3:01 PM

    That courtyard looks a lot nicer!


    What problems are you having with the radar?


    I found this to be of use:

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    If you use paint.net you can save the radar image as a "DirectDraw Surface" (.dds) file. It will flatten all your layers, but that's what valve require for it to work.


    I'll give you my map text file as well in case that's a problem for you:

    Code
    // Overview: scale 3.70, pos_x -1875, pos_y 1834
    
    
    "de_stupa_v9"
    {
    	"material" "overviews/de_stupa_v9"
    	"pos_x" "-1875"
    	"pos_y" "1834"
    	"scale" "3.7"
    	
    	"CTSpawn_x" "0.77"
    	"CTSpawn_y" "0.25"
    
    
    	"TSpawn_x" "0.13"
    	"TSpawn_y" "0.77"
    	 
    	"bombA_x" "0.37"
    	"bombA_y" "0.10"
    
    
    	"bombB_x" "0.82"
    	"bombB_y" "0.73"
    }
    Display More

    Do not add _radar to the end of any of the references to your map in the text document. That's what I did wrong a while back and you miss it because it looks like it makes sense.


    Also, to use pakrat, try this step by step imgur album: http://imgur.com/a/0mlW0


    Good luck!

  • WIP De_Fracture (CSGO)

    • jackophant
    • January 26, 2015 at 2:54 PM

    Caught the end of this on Sunday night, and I was totally lost, there are also a lot of redundant paths like outside T spawn where you can jump down into the water, but there's that vent ladder round the corner which takes you back up to where you came.


    Also, On bombsite A, there is a full standing height vent on the site itself which is totally unnecessary imo. It's already open enough without having another place to look at.


    The brushwork is good, with some interesting ideas, but I do think the layout needs to be simplified and visual clutter/noise reduced.

  • The Witcher 3

    • jackophant
    • January 26, 2015 at 2:29 PM
    Quote from SpronyvanJohnson

    My dick hurts.


    try a silicone based lubricant, lasts a lot longer!

  • CS:GO Workshop: Weapon Finishes

    • jackophant
    • January 26, 2015 at 11:43 AM
    Quote from ivedonethemath

    Hi guys, I'm new here.


    Here's my first work, what do you think?


    http://steamcommunity.com/sharedfiles/fi…s/?id=363769227


    [Blocked Image: http://cloud-4.steampowered.com/ugc/4198875660…24002449A112C7/]

    Display More


    Why has this not had more love? This looks great! I like the theme, refreshing to see a different style and the randomised shades of the cola as well...


    Quote from soultron

    Very rough, just playing around with placement, colour palette, some basic graphics/decals for now.


    I fucking love wipeout so much... fusion to be precise, only one i've ever owned, but damn if i didn't love it until the CD gave out! I don't think it looks to "asiimovy", those colours make me want to eat it though

  • WIP in WIP, post your level screenshots!

    • jackophant
    • January 26, 2015 at 10:04 AM
    Quote from Vaya

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


    Setting my current map in Britain a "no go zone" in Birmingham


    FTFY

  • Counter-Strike: Global Offensive

    • jackophant
    • January 26, 2015 at 9:52 AM

    It might be more enjoyable if the scale wasn't so large. No matter how many times they change it though, that connector area is still a travesty.


    I literally didin't watch a single round from MLG, I am le sad

  • Counter-Strike: Global Offensive

    • jackophant
    • January 23, 2015 at 2:27 PM

    a bind to switch between weapon switching and jumping. you could probably simplify that to a toggle bind.


    i tried to set up a bind that meant when i strafed left cl_righthandweapon 1 and when i strafed right cl_righthandweapon 0


    was meant to allow you to peek either corner and not have your weapon obscuring it. in practice adadadadaad would be massively distracting. luckily i didnt manage to make it work

  • Need help with applying custom textures to already existing models.

    • jackophant
    • January 23, 2015 at 1:41 PM

    On mapcores birthday, the website header logo should be replaced by the hurgcube

  • Question about levels and old school level designers.

    • jackophant
    • January 23, 2015 at 11:54 AM

    Ha, should be a new term: CoD is a crocodile!

  • Question about levels and old school level designers.

    • jackophant
    • January 23, 2015 at 10:28 AM
    Quote from Castle

    Nah, you're right on the money in those examples. But the question is, in this day and age, should it really be that way?


    When I first started my degree, the first thing they told us was "When you need to code something, chances are someone else has already done it and better. Don't copy but look for resources first to better aid you."


    Essentially: "Don't reinvent the wheel"


    Personally I'd liken everything to a technological version of survival of the fittest. Stuff needs to adapt or it will be left behind.


    Occasionally a game changer is released, but everything has some sort of roots in something that already existed or wasn't already being worked towards in some way, they just found a different more efficient route of getting there.


    So where do you draw the line for something completely new?


    EDIT: I guess sometimes you have something like a crocodile which fills it's niche so well it doesn't need to change much at all over millions of years. Relatively speaking I would equate that to Q3/QL

  • Question about levels and old school level designers.

    • jackophant
    • January 22, 2015 at 7:18 PM

    Is it really that strange? You make something for a game, game is made and published, thing continues to exist.


    It's like a piece of art that changes slightly over time for each new generation... Or a piece of code that must be updated when the original author has since moved on... Or a road that is laid down and over many years it is patched up and resurfaced.


    Or even a weapon that is made... Look at the original AK-47 and it's father Mikhail Kalashnikov. He made an original design back in 1946 and it just keeps going, most of the modern versions of the AK are variants of the original design, improved with newer materials.


    I would say it's the same for a lot of things in life. Most of what we make will outlast us.


    Am I maybe missing the point?

  • [CS:GO]de_barista

    • jackophant
    • January 22, 2015 at 7:02 PM

    Your detailing looks really good! Just a couple of nit picky things though:


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117992/0189B7CB13B32682D6224BD4414E64237B078E9F/]


    That plaster wall is an internal structure, they don't brick it over, it's for separations internally which aren't load bearing.


    I think the courtyard looks lovely without the big frame at the top. Instead you could make the roof more visible, or add some more washing lines between windows. It would look more natural that way.


    Having said this I still don't think you've quite got the hang of how to balance gameplay and timings. You've got far too many routes between the same road and sites. You want 2-3 entrances per site and you don't need so many alternate pathways. It'll be impossible to hold for CTs.

  • TOXIKK

    • jackophant
    • January 22, 2015 at 2:56 PM

    Frag like it's 1999!


    http://toxikk.com/


    http://store.steampowered.com/app/324810


    The beta/early access opens today! (22/01/15)


    Bringing back the old style of arena shooter, which I've been waiting for, for months! I know there are others like Reflex, UT4 at some point and good ol' quake, but this just tickled my fancy.


    It's strictly NOT F2P, so you will have to purchase it and not worry about any transactions. They seem to be trying to establish some sort of integrated clan system as well which should support tournaments and such.


    I also made a post on them looking to fill some job vacancies near Hamburg a while back, but that's neither here nor there...


    RUN VT!


    https://www.youtube.com/watch?v=B28oQvaL7Mg

  • Counter-Strike: Global Offensive

    • jackophant
    • January 21, 2015 at 2:57 PM

    mm is bad risky if you don'y queue with a full 5 people in any region. Me and a few mapcorians have always been 4-5, and we've had great games. Only thing that would make them bad is an uber smurf or a hacker as we all get along well.

  • Counter-Strike: Global Offensive

    • jackophant
    • January 21, 2015 at 1:06 PM

    surely it would be easier for one to move than many? COME TO EUROPE OBV, the real home of competitive CS (minus the UK, because WTF are you doing UK?)

  • [CS:GO] King of the Hill gamemode development/suggestions thread

    • jackophant
    • January 20, 2015 at 12:43 PM
    Quote from Spherix

    Not sure if you can spawn helmet only? There's a value for giving free armor, but I'm not sure atm if that's helmet as well, something to try out I guess.


    No no no, I said Kevlar only. That's the vest. Same thing as typing:

    Code
    give item_kevlar

    in console.


    This removes aimpunch and stops SMGs being so OP (so people still want to save for the big guns), they just have to buy the helmet when they spawn if they want, otherwise they still run the risk of being one shot in the face with a pistol after buying a valuable weapon.


    Maybe rather than healthkits around the map which can cause people to camp a certain area, have a low healing rate on the capture point itself? Maybe only while they are stationary?


    I see your point with the lights, well it could be nice as something visual on the point itself if a mapper feels that way inclined.

  • Counter-Strike: Global Offensive

    • jackophant
    • January 20, 2015 at 12:04 PM

    Might be a problem being stateside, but I try and grab as many mapcorians as possible for the odd round of match making. Over the last week or so we've had a good number of games! It's been fun

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