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Posts by Void

  • HATRED

    • Void
    • February 12, 2015 at 10:49 PM
    Quote from (HP)

    I'm confused dude, are you working on this? Arent you on Witcher? What's going on? lol

    Yeah I noticed that as well when I looked at his portfolio. I may have read wrong, but I thought he switched back and forth a couple times between 'this is something I am working on' and 'this is something my friends are working on'.

  • HATRED

    • Void
    • February 12, 2015 at 10:42 PM
    Quote from knj

    Just want to fuck you up even more, and Hatred is on Steam, officially, I've got my tshirt on me and can't wait

    http://store.steampowered.com/app/341940/ 

    So let me get this straight, you got a negative reaction here and feel like you're 'trolling' us by telling us it got on steam?

    Good luck with that AO rating, btw.

  • GDC 2015

    • Void
    • January 26, 2015 at 6:28 PM
    Quote from Furyo

    I probably won't be there this year. I missed the early bird deadline to register at a discount, so going there in March is going to be a tall order.

    Sorry for being SUPER late about this, but if you attended GDC before, you can register on-site for the same price.


    Also, I'll be attending as well! This will be my 2nd year attending, as I met a lot of really cool people my first year so I'm super excited and nervous to be there again!

  • Destiny

    • Void
    • January 20, 2015 at 9:14 PM
    Quote from SpronyvanJohnson

    This just shows how broken this game is:


    Source


    Read it before watching this to understand the context:


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    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.

    TLDR: Guy levels in his sleep by taping his controller to auto punch in game.

    Display More

    It doesn't really explain how he compensates for dying though. If I remember correctly, when you die in the little sandbox up worlds, you spawn a good way out of the combat area. Also, the guy in that article even admitted that his automated method was not the most efficient.


    This does go to show how simplistic a lot of the combat is in destiny, though.

  • Far Cry 4

    • Void
    • December 28, 2014 at 12:27 AM
    Quote from Puddy

    Far Cry 4 isn't a game you should turn to if you want all the twists and turns to make sense. It's a sandbox of crazyness and fun. Why are there military transports in friendly territory? Cause it's fun to blow 'em up is pretty much the answer. If you were allowed to, the player could've single-handedly killed the entire Pagan Min army.


    But there's some things I gotta agree with though, like the frequency of Karma events. It happens a bit too often.


    I just finished the main campaign and I have some criticisms too. For me, I was disappointed that the weapons and enemies weren't balanced more. A smg that I hadn't had the time to use yet was obsolete 5 minutes after I started playing (I had way better options). Some of the later guns completely nullify some of the gameplay structure ("heavy" enemies are supposed to be the enemy type you can't just mow down, but it's very easy to do so with some of the later guns). You're not left with a lot of challenge and each Outpost becomes more of a chore than a challenge by the end of the game. And yes, I could've "self-nerfed" and used shitty weapons, but there was so much stuff in the game that contributed to the players' OP:ness. All those health-skills, all those weapon-skills, all those bags that allow you to carry 50 nades and shit etc. Plus, I wanted the weapon variation and ultimately settled for just embracing my status as an unstoppable killing machine.

    I can see you're point that FC4 isn't really meant to be taken seriously, but I was sort of thrown for a loop when I got it. Yes, it had eccentric characters, and yes it had some flashy gunplay but compared to the other FC games, it was a complete diverson in terms of tone and storytelling. FC 4 was more on par with Blood Dragon in terms of ludicrous events than the others.


    On the weapon progression side of things, I found myself wondering why the devs bothered with the standard guns at all. Signature weapons are better and are pretty easy to obtain. There are signature weapons in the first part of the game, whose enemy wielded/store bought counterparts aren't even accessible yet.

  • Far Cry 4

    • Void
    • December 27, 2014 at 3:07 PM

    So have any of you guys found the game as gratingly nagging as I have? Driving or walking around Kyrat is pretty fun at times and it has some really great looking scenery, but that combined with the hand-holding systems can really ruin the immersion for me. Karma events appear with such frequency that it becomes exceedingly obvious that events only happen within a 150m radius of where I am. The story is exceptionally weak and has two really glaring flaws for me: When you first start the game you are told numerous times that the Golden Path is on it's last legs. Why then, does it match or beat the military might of Pagan Mihn's army at every turn? They have equal numbers of soldiers, weapons and vehicles and it does not matter how careless you are with any of them. Why, if Ajay

    Quote

    is the supposed of Mohan Ghale, the super great idealist and former commander of the Golden path

    he takes the sole of a simple minded thuggish errand-boy? And on top of that, why are the two temporary leaders of the Path so obtuse when it comes to explaining his heritage? One character

    Quote

    literally just dismissively handwaves you and says "go to this temple to learn about your place here", which has to be one of the most boring non essential pieces of exposition I have ever seen in a game.


    Last thing that grinded my gears/shredded my immersion was that Karma events like the cargo truck or courier would not get any more difficult if those events took place in Golden Path Territory. Why someone would send a cargo truck containing vital military supplies without even a co-driver or escort even during peace time, let alone deep into enemy held territory is mind boggling. Same with military order couriers taking the main roads on ATVs like nothing could possible happen. I mean enemies by themselves are just copy+paste versions of FC3 enemies ie: stupid, bland, and easy to kill so at what point does Pagan Mihn's army ever represent a threat? Sorry for the rant, had to get that out there. FC4 does do things right, coop and some of the scenery, but it falls short in a number of other areas I hoped would be an improvement over FC3.

  • MapCore CS:GO Playtesting 4.0

    • Void
    • December 23, 2014 at 1:26 AM
    Quote from Void

    Hey RZL, I would like to test my map de_offa on 23.12.14!

    I'm going to have to call it off again due to another personal family issue. Very sorry about this, as I know people are waiting for slots. Things have been very turbulent for me this past week. I won't make another reservation until I am literally ready to hand you the files and be present at the test the next day.


    Good luck to whomever takes my place. I will try to be at the test to provide feedback though.

  • MapCore CS:GO Playtesting 4.0

    • Void
    • December 18, 2014 at 5:57 PM

    Hey RZL, I would like to test my map de_offa on 23.12.14!

  • First Map "Alpha" stage - CS:GO

    • Void
    • December 7, 2014 at 6:52 PM

    Your map looks very small at this stage, and A looks extremely vulnerable compared to B. My first piece of advice is to use the various wall/reflectivity dev textures instead of the grids. For me at least, it makes it a TON easier to judge distance and make estimates.


    Next; you should do a few timing runs. That means, you keep track of the time it takes the player to get to various points on the map while running with a knife out. The speed of a knife wielding player is about 250 units/second but I just round up to 256 and make adjustments to chokepoint design if the extra 6u/s makes a difference, which normally it does not.


    Then play around with bots to get a rough idea of where cover should be placed. Also, learn how to make level overviews, because those are much easier to look at than an angled hammer screenshot.


    Also someone helpfully provided me with this: http://csgo.99damage.de/de/statics/rushtimings

    It's tremendously helpful but I have found some minor inconsistencies, so treat it like any other internet resource.

  • MapCore CS:GO Playtesting 4.0

    • Void
    • December 7, 2014 at 6:36 PM

    Looks like OMGstalker beat you to it, but it would b p cool to see 3 maps in one test!

  • MapCore CS:GO Playtesting 4.0

    • Void
    • December 7, 2014 at 3:36 PM
    Quote from Void

    Hello, I would like to playtest my map de_offa on 7.12.14


    Thanks in advance!

    Hey guys, sorry to do this so late, but I'm going to have to nix my entry into today's test. I had an unexpected family emergency that had me tied up all yesterday.

  • MapCore CS:GO Playtesting 4.0

    • Void
    • December 4, 2014 at 2:04 PM

    Hello, I would like to playtest my map de_offa on 7.12.14


    Thanks in advance!

  • De_Summer [WIP]

    • Void
    • December 2, 2014 at 8:41 PM
    Quote from Vaya

    http://imgur.com/a/9zfca


    Here's an small album of references I'm going to try work into my map's internal area.

    Stolen! Now I'm going to make a level using that reference and recolor the walls a burnt umber. Name will be de_autumn.


    Jokes aside, those look good; come sort of college I'm guessing?

  • de_outpost (wip)

    • Void
    • December 2, 2014 at 8:33 PM

    To be honest, I'm liking your warehouse much more than the wood house you have in front of it. It looks like it's nicely proportioned and that there are multiple routes to get to a fairly tight fighting area which speaks well to the gameplay in Demolition.


    Personally, this map looks like it is caught between De_Lake and De_Safehouse in terms of idea and scope and it would probably be better if you chose one style or the other since right now it looks a bit "formless" Demolition maps are generally very reliant on choke-points that place people at the same spot at the same time, with lots of sightlines and a moderate amount of cover.


    Take a look at how Valve structures de_lake for example: there is plenty of space to move around and duel players perfect for mid range rights and close range, but the action is constrained around a very tight knot that is the Boathouse, where the objective is also located. Same goes for Safehouse. The front and back yards are reasonably spacious in and of themselves but are cut off from one another by a fence and the house itself, drawing the action into a close range brawl.


    In each case and even pointing to something like de_bank; extraneous structures are both small and uncomplicated. This makes it harder for players to get lost, and again focuses combat into a short 30-45 second burst.


    EDIT: Oh, and I see that you are using the security console prop from cs_office: Heads up; the collision model on that prop is all jacked up. For a reason known to me Valve has a part of the collision model that randomly juts out of the desk, so players trying to get close to it or jump on the desk proper may get knocked away without knowing why.

  • De_Summer [WIP]

    • Void
    • November 24, 2014 at 11:28 PM
    Quote from Gooby


    OK, so the first thing you need to know about designing levels for CSGO is that timing is absolutely critical to get down. The time it takes CTs to get to either site, where they physically are and what they can see at the 10s chokepoint mark. Thing like how long it takes them to get in position to watch mid, how long it takes them to rotate from site to mid, and from site to site. Same goes for the T side.


    You have to factor in timing because it also plays a big role in how you design other parts of the map and what advantages you give to the attacking/defending teams.


    You can get the timing down on your map in a number of ways, either via triggers and a little scripting, or by standing in the various positions you want to get the timing from and looking at the game clock, or by setting up spawns at those positions and restarting the match every time you reach the destination. You could also do it with friends/volunteers. I personally prefer not to use a physical stopwatch because I think it's too distracting if I'm trying to make sure that the absolute most efficient route isn't 200ms too fast or slow.


    Another way of getting the timing down is by looking at the fastest player speed: The player can cover 256 units/second with their knife out. You can do your initial blocking based on on that number p easily.


    isn't it 250?


    That's what the wiki says, but since it's such an inconsequential amount of time I just round up for the sake of blocking and using more comfortable measurements. It also comes down to how you design your chokepoints as well, so in the long run being short 48-60 (8-10s chokepoint) units isn't something that is hard to deal with.

  • [CS:GO] Map Layout Feedback Please

    • Void
    • November 12, 2014 at 1:39 PM

    I would also recommend looking at Vaya's thread we cover a lot of really nice ways to go about level timing there. You're correct in thinking that 30 seconds is waay too long. 18 Seconds also seems OK if you're talking about actually getting on the objective itself.


    Keep in mind, chokepoints for bombsites usually happen at around the 7-10 second mark. There are exceptions to the rule, and make sure that you balance them accordingly. A Short choke-point should be a hard one to get through and less complex than the longer choke-point times. Use this link posted by Vaya: http://csgo.99damage.de/de/statics/rushtimings as a reference. Good starting point. It has a couple question marks in my opinion, but is generally a good resource.


    As far as your map is concerned: What is the value of the lower hallway at mid? The one right above T spawn? The player seems to enter mid much further up so than sending players along through the bottom hall just seems like it would take more time than it was worth, rather than simply having people flash+smoke and push the upper hall.

  • De_Summer [WIP]

    • Void
    • November 11, 2014 at 8:04 PM

    I assume you're setting the bot difficulty to expert, because even on expert, the CSGO bots are notoriously stupid. They never run with their knife out for example, which is a fairly major issue when trying to use bots for chokepoint testing. Unless I'm wrong and they do on expert?


    One thing that's a little frustrating with CSGO vs CSS is that it feels like the AI is far worse.

  • De_Summer [WIP]

    • Void
    • November 10, 2014 at 3:43 PM
    Quote from Vaya

    Hmm Ok.


    I'm going to try using the 'bot_show_battlefront' command (some gave me this when I asked on reddit about documented rush times for official maps) as this show me the current chokes on the map and I can hopefully amend the map size to fix the timings from there.


    http://csgo.99damage.de/de/statics/rushtimings here's the offical map rush times btw. I'm surprised maps MASSIVE maps like Cbbl are still relatively low. How I've managed to make a longer rush than cbble I'll never know- that's a feat in itself

    Nice resource! I am a little skeptical about it taking about 10 seconds for Ts to get into the middle of tunnel at B on dust2, would have figured them crossing the tunnel same as CT's at roughly 9s. Their timing of Ddoors does seem more accurate though. I will def keep this in mind though, thanks!

  • Deus Ex corridor

    • Void
    • November 10, 2014 at 3:35 PM

    I agree that it looks good so far!


    Just some things I noticed: You could probably do to tone down the tile patterning on the floor, opting for a smoother, more subtle pattern as in the concept. If anything, it's more reflective than having any serious detail.


    Also, you doors are a bit darker, wider, shorter and are made of a different material than the ones in the concept. It looks like they are just supposed to be painted metal, rather than wood.


    Additionally, it looks like your angular alcove right before the first door could be a little deeper. Reason I picked up on this is because it looks like the top of the door frame is about halfway up the top angled light strip. Seems like you also got that idea as well, just need to tweak it a bit.


    Oh, and your plants are green, whereas the concept art has monochromatic trees. Also, you missed one of the weird ceiling angles right above said alcove and a white stripe on the back wall.


    Feel free to disregard what I've said. It's your work and I understand that there is a thing called artistic license and such.


    Just nitpicking the hell out of it like I do to the stuff I make where I will agonize about the precise placement, scale and color of objects in scenes I try to make.

  • De_Summer [WIP]

    • Void
    • November 10, 2014 at 3:19 PM
    Quote from Vaya

    T timings are pretty high just now ( about 20s to each site) per site compared to CT which is 10 seconds (15 seconds between site rotation) .


    Going to move the T spawn and adjust the overall length of the map (X axis)

    Cheers Void

    Just making sure I was clear about one thing: It should take a CT 10 seconds while rushing to meet a rushing T at the chokepoint of a bombsite. So look at Dust II for example:


    CT's can set up to watch either B tunnel or A Long in about 7-8 seconds. If they choose to be aggressive and push, or challenge a T entering the site, that happens at 10s.


    The 15s rotation between sites seems good!

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