Posts by jackophant
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Quote from Buddy
But Killing Floor really took brazillion years to make. It was a mod for several years before it became what it is. It wasnt matter of time, it was just that the team had little idea what they were doing at the time XD
The games history aside, it was made quickly, 3 months with 10 people to be exact. IMO they literally just remade their mod so they could release it properly. I'm sure at the time they could have improved upon it, but I imagine there was an overriding need to just get it out.
Source: http://forums.tripwireinteractive.com/showthread.php?t=54755
(edit: I'm 9 days older? so listen to your elders ;D)
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Quote from PuddyDisplay More
Killing Floor 1 was fun but didn't last very long and for me, it was because of 2 main reasons.
1. Your only objective was to survive and defend. 0 variety.
2. Even though there was a bunch of mutant-variations, the general feeling was just a "mindless mob coming towards you". The specials in L4D2 have way more interesting behaviours, as an example.
I hope they mix it up a bit more in this one!
exactly my problem, although even i found l4d1/2 a little dull fairly quickly, but then i didnt have anyone to play with which may have impacted that. they seem to be really aware of the problems with KF1 and it was made very quickly. This time round they've even gone into detail to get firearms professionals to mocap the weapon handling.
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Unfortunately COD isn't really for gamers now. Just how many joke that TF2 was a hat simulator, CoD has become a weapon simulator for people to be wowed, not by gameplay but by almost everything else. When the setting gets stale, refresh it, when the same weapons and the billion unrealistic attachments get stale, refresh them.
It's a cash cow for actiblizzard, which appear to be more interested in milking adolescent boys for their money than fostering a real game with purpose. I feel EA are now going down this path with the battlefield titles they are churning out as their "CoD killer"
IMO they should have looked at promod, and made changes based on that to create that competitive scene that is trapped in MW1.
As an original CoD fan, "i r sad"
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Quote from The Honey Badger
Thanks; unfortunately (and surprisingly) the Renegabes stickers are the least rated items in my workshop. I would presume this is because they draw on retro pop culture that is outside of the scope of the core audiences' recollection, and so only a small number of users can relate to it. When putting them together I was constantly smiling - but they've become a joke no one else really gets! My initial plan was to make an entire collection of them -- but based on the lukewarm reaction I can't really warrant putting the time in, unless just to amuse myself!
AH! That's a shame, I would totally rock a load of renegabes across my loadout

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Is seriously no one picking up reneGABES?! That's amazing!
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Quote from 3Dnj
"on pro feedback"
What ?
Running joke about valve adding boilers everywhere in the last few updates.
relevant: https://imgur.com/a/fkohr
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looks beautiful, i love the lighting
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Quote from SpronyvanJohnson
I created a Mapcore Clan with Hurg as it's tag. Feel free to join.
To avoid confusion, ingame my name is Infje (QL doesn't allow me to change that).
Couldnt see a join option?
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Biohazard makes me think of the alternative name to the resident evil series! Personally, I think seed was a better working title, or even just "seedbank" would suffice. Makes it more recognisable.
I think the playtest went well tonight! Could do with a couple more hallway/rooms with a couple of other positions for the hostages, but I thought it was good, fast paced fun. It is very flat though, maybe open up one room into a more warehousey area so there is a bit of "verticality" perhaps?
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I am so sorry!
I meant to ask for the 5th, I had to remake my post after the page refreshed on me and apparently I asked for the 2nd... *facepalm*
I've been rushing tonight for the build for tomorrow which I guess isn't happening! What a kick in the teeth!
ignore!

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Quote from Konqi
Ok, thanks. My map is playable. I just haven't that many optical details yet, but I wanted to concentrate on general things like gameplay and balancs first.
Not sure what you're thanking me for, lol, and you didn't actually answer my question

Do you have:
- a radar - so we know where we are going
- 10 T spawns - so everyone can join
- 10 CT spawns - so the rest of everyone can join
- BUYZONES! thanks nexodus

- 2 bombsites or hostages - so we have something to do
You will need all of these for a successful map test. I'm guessing English isn't your first language so I apologise for any confusion.
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Quote from Konqi
Hi, I would like my map de_innenhof to be playtestet. It's my first map and I am new here. Maybe someone should have a look on it first, to check, if it fits the requirements yet.(I'm not talking about spawns and bombspots, more the general state of development) I have no time preferences, so you can put the playtest where it fits. Thanks!
Is it a playable map? My understanding is that the playtests are more for checking balance and feasibility. It needs to be a functional map to test otherwise we're just running around a gallery, unless I've missed the point?
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I am so psyched for the upcoming release of Walking Dead season 5! I binged on that while at uni, such a good show

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Make use of the time as a student as well. I've been out of university for a bit after dragging myself through the most mind numbing Computer Science course ever, and now would much rather be in this sort of a field...
Good luck with it, just make sure you enjoy whatever it is you're doing is what I've learnt

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You can show us a good overview if you turn sv_cheats 1, go into noclip, fly upwards out of your map's boundary (so the skybox disappears) and use cl_leveloverview 4 and take a screenshot. Depending on your scale the 4 might need to be made smaller if the map is smaller, and larger if larger... make the value 0 if you want to return to first person mode.
3kliksphilip has a good radar tutorial which you might want to use before playtesting!
The water to skybox transition would look a lot better if you added a grey(tinted blue?) fog to try and mask that harsh line.
Also, part of the problem with the old port map was that it was possibly the largest entity known to man (second only to the universe), with great big sight lines. Maybe if you could focus a smaller area of the port, in a more built up area it could work a lot better.
Keep it up

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Will there maybe potentially be a name clash with the old cs_havana? I know it wasn't exactly the most popular map, but could people be "tricked" into thinking this is a defuse version of an old map or even put off entirely because of the link?
Don't get me wrong, I think the map looks fantastic, but I honestly thought you were reviving the old map defuse style when I first saw the name!