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Posts by Lizard

  • Assassin's Creed: Valhalla

    • Lizard
    • July 13, 2020 at 10:45 PM
    Quote from Radu

    3 hours ago, Radu said: But so far it seems like people are enjoying it

    More like.. This particular youtuber likes it :) I bet I can find dozen of videos of people disliking it.

  • Assassin's Creed: Valhalla

    • Lizard
    • July 13, 2020 at 11:21 AM

    For me AC games lost the main pillar of gameplay long time ago (for me at least). It was climbing the environment to gain advantage, re-route, hide and stealth through some dangerous part of the city. I get it that they need something fresh in the series but why not make a totally different ip?

  • Freya [Wingman]

    • Lizard
    • July 9, 2020 at 3:39 PM

    Keep in mind that you can also play with the textures to bring more "warm" to your map. Light will bounce from the walls and have different color values. Keep it up!

  • Freya [Wingman]

    • Lizard
    • July 9, 2020 at 2:30 PM
    Quote from Radu

    2 hours ago, Radu said: But if you had to choose, definitely pick the warmer option. People are more attracted to it.

    I would say it applies to the environment more than light color values.

  • Freya [Wingman]

    • Lizard
    • July 9, 2020 at 11:36 AM
    Quote from Rump3L

    9 hours ago, Rump3L said: Ola, so I did the comparison and decided to do a little theme basis too. Might be using mixed inspirations from Bergen and Stavanger. Still feel more leaned towards the warm approach. What and why would your choice be here?

    To be honest I like the left one a lot better BUT... You would need to have a good contrast with indoor areas. Right now they have almost the same color value. Another thing is that it will drain the visual stamina of the players. Their eyes will get tired a lot quicker with dim lighting like this. And because of that reason I would go with the right one + have some street lights with the warm color like on the left so you end up with warm spots like on the left.

  • WIP in WIP, post your level screenshots!

    • Lizard
    • July 8, 2020 at 6:33 PM
    Quote from Soldat Du Christ

    5 minutes ago, Soldat Du Christ said: Molotovs can be used to check corners and area denial right? How do they differ from frags as far as use?

    They deal more damage and have bigger AOE.

  • Counter-Strike: Global Offensive

    • Lizard
    • July 8, 2020 at 12:13 PM
    Quote from Ringel

    3 minutes ago, Ringel said: It is obvious that you can boost over this. The playtests have shown this. The advantage of doing it alone is to not need another player.

    It is two sided sword... The cool advantage of boost spots is that you can gain access to area you wouldn't normally have but this requires another player hence, drawing them back from other parts of the map. This means there is also an advantage for enemy team. If you see someone boosting you are 100% sure the other player is also there. This gives a crucial info in some situations for other players. Here you can't be really sure if there are 2 players boosting or just one so you get that out of the equation.

  • Counter-Strike: Global Offensive

    • Lizard
    • July 8, 2020 at 12:05 PM
    Quote from Ringel

    6 minutes ago, Ringel said: I planned to make a short introduction video for my map where I show this and others like marked smoke and molotov lineups. I guess only a few who want to learn something will watch the short video. And you don't have to make it like me. You can also create it more obvious that players who already made such jumps recognise this jump when they see it. But a block as railings suits not well in the shown case.

    What I mean by this is that you make this jump dependent on so many variables that it will almost feel random and cheesy rather than calculated design.

    I get the risk and reward here but the problem with RAR in multiplayer is that it needs to be clear what this trick does for both teams. Otherwise you will end up with overpowered spots on the map.

  • Counter-Strike: Global Offensive

    • Lizard
    • July 8, 2020 at 11:52 AM
    Quote from Ringel

    8 minutes ago, Ringel said: If you have this knowledge and see something like that you can jump up alone while others need to do a boost. This gives you an advantage.

    Ahh there is nothing better than ambiguous situation where you can jump or boost. Especially in competitive environment.

  • Counter-Strike: Global Offensive

    • Lizard
    • July 8, 2020 at 10:35 AM
    Quote from Ringel

    4 hours ago, Ringel said: The actual player jump height? Usually you can only jump up 66 units. Can you jump up 71 units? Yes you can. But the surface needs an angle like this: [Blocked Image: https://preview.redd.it/fmv227mmgk951.jpg?width=1920&format=pjpg&auto=webp&s=d965655d3ae1813b25a8c4f82303cfbb53d0fcf4] And you need the right jumping technique. You can't jump up if you stand. You have to run. You can do it with an awp or knife in your hands.

    1. Run towards the object, don't stop while jumping, stop then you landed on the object.
    2. If you are close enough press crouch and immediately after that jump. Let the crouch key pressed until you stand on the object. Don't jump too early or too late.

    I managed it after a few tries. With some experience it will become easier. You can test this out in my map cs_bird at the shown location above or recreate it in hammer by yourself. In cs:go knowledge can make a great difference. Placing such higher jumps will reward players who are eager to learn and discover something new. At the playetest I made no one knew that you can jump at there alone and thus they boosted other players over it. At both playtests, someone told me it might be better if you could jump up without the need of a boost. But they could do it all the time without a boost, they did just not know it. I did not tested this to the maximum maybe you can jump up higher with another angle.

    And what is the reason for this hassle of a jump?

  • The Steam Sale Thread

    • Lizard
    • July 2, 2020 at 5:23 PM
    Quote from will2k

    9 minutes ago, will2k said: I think this applies to a lot of folks here :D

    [Blocked Image: https://i.redd.it/st4p2rpuzf851.jpg]

    Wanted to buy Mirrors Edge today. Turns out I already have it :D

  • The Steam Sale Thread

    • Lizard
    • July 1, 2020 at 5:06 PM
    Quote from blackdog

    1 hour ago, blackdog said: So for example make a more linear story and teleport the player with some cutscenes (a-la Just Cause) and sort of "fence" the map with narration.

    I feel like the game does this to some extent. I played FC5 two times. On my first try I didnt finish the whole game just one map region. On my second try the game directed me almost the same way as on my first try even tho its an open world game. You are totally right about trucks and hostages. They are so "small" and are limited to just shooting two guys in the head. I would love them to get more complex in FC6.

  • The Steam Sale Thread

    • Lizard
    • July 1, 2020 at 1:33 PM
    Quote from blackdog

    1 hour ago, blackdog said: Yeah but FC4 had a narrative driving force, it propelled you forward and the environment was built in a way you could very quickly completely change where you were, from top of a snowy mountain to swampy lake. I don't feel FC5 is pushing me in any direction. Also I've always really enjoyed the soft-stealth mechanics they created in FC3 and continued to use the bow a lot in FC4... I feel like I have no incentive on doing this at all, because I don't feel I can really sneak up to places. I just drive in and shoot like a mad man. I selected the highest difficulty level or second to that and didn't have a problem tearing down the prophet statue playing on the tv with the pad...

    The world of FC5 is beautiful but i feel that its mostly empty. Traversing the land was most of the times boring. It would be better to have some smaller open world activities to do. Loved the setting and the story overall.

  • Cyberpunk 2077

    • Lizard
    • June 30, 2020 at 10:32 AM
    Quote from Vilham

    1 hour ago, Vilham said: I'm still wondering if they went full GTA open world with similar pedestrian rules / living city feel or the original vision of more hub based areas connected together. I hope the 2nd because honestly it makes for better gameplay.

    Watched some video from polish gaming site where they said that the city feels empty in most places. It is crowded near quest locations but the further away you are from city center the less dense the population is. Also cars tend to have same paths. For example one of the journalist observed a crossroad for few minutes and each time the car passed it turned in the same direction.

  • Let's talk VR

    • Lizard
    • June 26, 2020 at 3:30 PM
    Quote from FMPONE

    30 minutes ago, FMPONE said: Lmao, nothing like knocking pictures off the wall because you can’t see shit

    Gladly I have no pictures on the wall but I have 3 lamps that are much lower hanging than ceiling. Playing Jeff chapter and throwing bottles was like another layer of horror for me :D I also remember first time barnacle snatched me I tried to aim up with my pistol and hit the lamp as my pistol hit barnacle. Almost shit myself.

  • Let's talk VR

    • Lizard
    • June 26, 2020 at 2:32 PM
    Quote from esspho

    2 hours ago, esspho said: I finally got the confirmation mail for my index yesterday. ?

    Since I'm also looking for a new apartment atm, I would be really interested in any recommodations ragarding play splace. How big is your VR space? Does anyone have less than 2 x 3 m (6.5 x 10 feet)?

    on topic: i've heard good things about boneworks and job simulator.

    I think mine is a bit smaller than 2 x 3. Its ok but I really dont feel comfortable playing. There is always a lamp or a tv some where near... Throwing grenades is anxiety inducing event for me.

  • Valorant

    • Lizard
    • June 25, 2020 at 3:37 PM
    Quote from DMU222

    7 minutes ago, DMU222 said: To me it seems that all the hype around Valorant has quickly died out. It seems like a lot of the esports orgs that had planned to play the game competitively are starting to pull out. It's really weird that this is happening, as so many people were confident this would be the cs killer. Even crossfire was able to maintain a large playerbase longer than Valorant. Obviously it is way too early to declare the game to be dead, but it is clear that the initial launch was a big fuck up. My personal theory is the game was too focused on being balanced and competitive. The game quickly grew stale because there weren't any fun strategies players could abuse. By making a game that removes any unnecessary and buggy aspects of CS, Valorant doesn't leave space for people to take risks and have fun with the game.

    For example: In Valorant smokes are a solid ball that can be easily lined up from a distance. This means almost every smoke through will be perfect, blocking out any possible sightlines. This discourages players on the other side of the smoke from taking the risk of pushing through or finding a sneaky angle on the side. Meanwhile with the buggy sprite smokes of CS, you can never be confident in your smoke which encourages players to use silly risky tactics.

    With every ability having a firm rigid 'competitive' use, players quickly get bored of the game simply because every round becomes a repeat of the last.

    A similar problem is created by the starting walls. They make sure that all timings are always the same and predictable and balanced. But when every round is always the same and predictable and balanced, there is no reason to keep playing the game.

    Thank you for coming to my TED talk

    I think the main problem is the game has nothing new to offer. It is the safest game design you could imagine now and they still managed to fail in some departments...

  • Freya [Wingman]

    • Lizard
    • June 24, 2020 at 2:40 PM

    Yeah rails is old map from when no one complained about visibility i think :D

    I really like the left one and I think you have a good foundation for this one with the environment light right now. It will be even a bit brighter once you add these warm street lamps. Keep up the good work!

  • Freya [Wingman]

    • Lizard
    • June 23, 2020 at 12:58 PM
    Quote from Rump3L

    10 minutes ago, Rump3L said: @Radu well, actually there is a possibility of a collab with someone if the time starts pressuring me. Aight, will do once ready, ty!


    @Lizard Thanks man, nice tip. So my guess is basically to either stick with snowfall and make env light a bit brighter but also depend more on the warmness of street lights or to abandon the snowfall effect, have an actual moon and make env light a bit more brighter but colder? Because I feel like a certain deal of moonlight gets lost in the density of snowfall and sky. Atm the pitch is on -90 btw

    You should go with either straight down angle or a bit altered. I would go with snow on the ground and full moon. This way you can have bright map because of the ambient light bouncing from the snow + some cool warm lights from the street lights.

    Look at de_rails by Deh0lise:

    [Blocked Image: https://vignette.wikia.nocookie.net/cswikia/images/f/fb/Csgo_de_rails-promo.png/revision/latest?cb=20150527133921]

    it is super bright even tho its a night map. Here its mostly bright because of the full moon and snow only makes it brighter because of the contrast compared to the walls and everything else. You could go with a bit darker environment light and make the ambient light from snow do the work. Let me know if that makes sense.

  • Freya [Wingman]

    • Lizard
    • June 23, 2020 at 10:42 AM

    Layout looks interesting. If you are going for a winter setting with snow I would recommend a bit brighter environment light. Moon light bounces of the snow on the ground making everything looks a lot brighter. You can use this to your advantage because you have a night map (should be dark) but the snow will reflect the light around making everything look almost as bright as if it was a day map.

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