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Posts by Bastion

  • Mafia 3

    • Bastion
    • October 8, 2016 at 1:43 PM

    Not reviewing too well on steam at the moment. sitting at mixed.

    Also crowbcat released a video on it.

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  • Counter-Strike: Global Offensive

    • Bastion
    • October 8, 2016 at 12:18 PM

    It varies from person to person.

    I could accept it if they did the following.

    • Prevent sprays from being used in competitive (due to messing with peaks and confusing players)
    • Prevent sprays on breakable brushes, windows or similar
    • Make the spray amount unlimited
    • Ensure the sprays use specific colours as little as possible (mostly black and any colours that are common with playermodels) and stick to brighter colours so that players can't use sprays to trick players or make it harder to be spotted.

    It will likely go the way of the stickers. die out before the 3rd series gets out of the gate.

  • Counter-Strike: Global Offensive

    • Bastion
    • October 7, 2016 at 10:33 PM

    Bad news to top it off as well, it's also massively exploitable. You can spray one side of a transparant brush and it won't be visible on the other side. So you can hide behind the spray with perfect vision

    [Blocked Image: https://i.kinja-img.com/gawker-media/i…57vpet9epla.png]

    And there's also other exploits such as confusing players by placing a spray near common cover to trick players into thinking they see an enemy, wasting ammo and giving themselves away. See in the link.

    https://clips.twitch.tv/anomalyxd/EnthusiasticHerdStrawBeary

  • Counter-Strike: Global Offensive

    • Bastion
    • October 7, 2016 at 8:56 PM

    Oh for fuck sake Valve. You took something that was free in every other game before and somehow made it more shit and then charged players for it.

  • Marino (Offensive)

    • Bastion
    • October 6, 2016 at 6:56 PM

    Update #5

    Mostly based around the first point, in the previous update I have shown the layout basis for the first point, although I was unable to show anything for the capture zone as it was not developed yet. That has changed now with some latest additions to the first point.

    Adding context to the first point was quite quick for me, we're in the town so it's not going to be very militarised, so I figured it could be a market of sorts, and give it some more purpose by adding a airdropped explosive cache there too.

    The area now has a ramp leading up with the rest of the open area covered with sandbags, those will still won't be enough as there are multiple other spots where you are exposed, limiting the camping spots but keeping people moving about.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306749360/732444BA559641134BA647B5C37B65CDCA108342/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306749644/DE4EE3E8AA4D8E32EDA2501D0C47BE4BEFB3BBD6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306751173/93C30DED351BD81D0CC2E334A3250FB1BBC2B976/]

    I also got one of the buildings opened up to serve as a defence or ambush point, there are two ways in, the regular door that is on the far right path, or a hole in the building that connects to the capture zone, the building is a mix of cramped and open depending on the path. And holding the building will be handy, as it gives access to a set of windows facing directly into the capture zone, allowing for a strong defence. Although it can be easily hit with grenades from inside and out.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306749852/015E6DCEDBD2589487E6F4F810423E11BBE2A81D/]

    Also got to use displacements to create the hole, which was strangely fun, would like to do that a bit more.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306750054/B4DA415E4E9279AD60C7D0ADC6252EF8D11830F0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306750232/082C3A20A8B270084F4270E740E9A41FEBD0102F/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306750622/0E4544DB4A24BC139FEDC7240DE6B585A6140642/]

    In other news, the storefront path that defenders can take has had a slight adjustment, the store that players need to cut through was mirror flipped horizontally and boarded up the left side windows, meaning that players cannot sit too far inside of the building and shoot from, instead getting them to take more risks by getting closer to the doors and closer to enemies. It has also been helpful for sightlines.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306748986/A2687751D3D23F811CE53947EB57544F03428F71/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597859306750814/4AD602C629E5A3680247759C5A8486DDE2310CCC/]

    Now to work even more on this area before getting the offensive gamemode properly functional and running with bots.

  • WarCraft HD Remakes and the future

    • Bastion
    • October 6, 2016 at 6:13 PM

    I have hope for the RTS genre to say hi to warcraft again.

    Blizzard saying that RTS games won't sell anymore will be stupid, since we've already seen that pattern with 2K and Xcom, sure it's not the same genre but it's fairly similar.

  • Battlefield 1

    • Bastion
    • October 4, 2016 at 9:13 PM

    Sounding great, each of the stories seem like they will also be mechanically different, switching from tank warfare to guerrilla warfare. I'm also assuming pilot, sniper and regular infantry. Looks like there is one more character there but I've got no idea what he'll be doing, maybe a pleasant surprise (or I am overthinking this)

  • Marino (Offensive)

    • Bastion
    • October 4, 2016 at 1:09 PM

    Massive update.

    There's a windmill now, with spinning blades :D

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225422622101/DB2D2C38A987CE0904C5D46C1AD7024463E9A486/]

    It's also great for players on the attacking road coming up from the road, they can come into the windmill and take a opening on the back of the windmill to get to the trench.

  • No Man's Sky

    • Bastion
    • October 3, 2016 at 10:59 AM
    Quote from Puddy

    2 hours ago, Puddy said: And if I'm not mistaken the worst thing that can happen is that they get a slap on the wrist. :P

    Yeah, the group investigating the false advertising only have the legal power to remove the marketing materials they deem as misleading, anything else would need to be escalated to some other organisation with more power.

  • Marino (Offensive)

    • Bastion
    • October 2, 2016 at 6:33 PM

    Update #4

    I finally got round to getting an update out, I ditched one third of the map's layout (fortunately it's nothing I had revealed) and rebuilt it from the ground up due to layout troubles. And I am very happy with the improved version, although I can still see things I can enhance.

    So here is the overview of the entire map ingame.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415227332/95543A808CB9D08B0C6A1E871DFA6D3F009CF9AB/]

    Or better shown in this image I made instead.

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

    -

    Moving onto the new area, the starting area on the map is the town just outside of the fortress area, attackers will need to capture the town square in this area to move on upwards. This area is mainly focused on more close quarters fights, using the streets, side walkways and some building interiors to make their way to securing the town square.

    The defenders start out in a building that is just out the outskirts of the town and they have two paths (potentially a third soon) to get into the main combat area, the first they have is the regular road, which ramps downwards into the town square, or they could take a faster, one way path through the building next to the spawn, defenders need to drop down multiple floors using holes that have been opened, reaching the very bottom and then cutting through a store on the road corner, which is also a great place to catch out any attackers taking the interior path at their spawn.

    I want to spend a bit more time to get timings down so players can engage in a more fair fight.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415206595/BB52C7EDD8F3DC2F06D5B71B65DD0B7616613E21/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415206929/39B16F9CDBDE089F715EA2E67A0E07395FB355F8/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415207530/64E2E0F1AAFD08384A75FF639C1CA6236D775297/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415207796/8061BA50C217C4425186B6B4280BC3CE666EE436/]

    Attackers have multiple ways to reach the town square as well, from the start they have two options, take the building or take the street. Taking the building will give players a straight shot and helps to skip a lot of the road outside but there is only one way out on this path and it is directly opposite an enemy path as well, which will likely cause a shootout very quickly, this path is the fast, but dangerous. The second path at the start immediately branches into two more, they can take the road which will lead the players to the same area as the building path did, but provide better protection and a path to a second building which goes directly to the capture zone. The second path is even further out of the way of initial combat as you take an alley way, after a brief sprint up this path the attackers have a left turn which will lead into a section attached to the capture point, providing good cover for an attack, however the defenders will also be able to meet the attackers at this location as it connects to the longer route the defenders can take, but there is a jeep to provide cover for a quick escape.


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415209741/54FC21BA70F395D2865249414DB0AEB640E43CE0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415209201/83517F3FAB9D5D18B32C2AFC16960904C0F43230/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415210065/5F38A6A28F37E6E6F734ED40AF98D7CB1BBBCEA5/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415210361/F29C918994EC7912AEF31985C90C4913E9548A8A/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415210686/4366E3B4725C8F444A2A73EBDF680CC238220A67/]

    (got a doorframe there for an interior I have yet to get done)

    The main capture zone itself is on a elevated platform right next to the road, I need to add cover, obstructions and something to serve as a landmark so players will naturally move towards it in the heat of battle. As right now there is not much to show, just a tank sitting about on the road by itself :(

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415208532/411809ADD67C609036B82D6FA8A701AF243A6A15/]

    Outside of the new area, I have made one light change to the fortress capture zone, the tower has moved to make the fortress courtyard tighter to fight within. the capture zone for the fortress will involve the main tower and the area behind the inner wall, what you see under this text is the capture zone.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415211043/33215EFCE23553C6C45597A3DCE648BFD0D9BA7A/]

    Here is the courtyard now as well, which is also more faithful to the original reference image used.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415211352/3EEB5CA7F5822DE1A3CB33F09A583B4DAAF01DF2/]

    That's it for the update, cheers for reading!

    While I continue to work on the map, you can check out a spare image that I don't really have anything to say about, but may just be nice to check out.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/261597225415205909/23EA09938861BD21A7219F452DBFEF396AA01882/]

  • Battlefield 1

    • Bastion
    • October 2, 2016 at 10:54 AM

    Bit of gameplay for the singleplayer

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    I'm curious if the names it pulls on player deaths are picked from a random list and not pre-selected, imagining the game pulls your real name on death out of sheer luck.

    That aside, I really like what I see here, could get this game just for the singleplayer to be honest.

  • Day of Infamy Mapping Contest Discussion

    • Bastion
    • October 1, 2016 at 4:02 PM
    Quote from poLemin

    4 minutes ago, poLemin said: Is anyone else experiencing some prop_statics and brushes with certain textures on it turning into wireframes since the update? It even occurs in official maps on regular servers. What can I do about that?

    Was getting that a lot, it's just one file that breaks on updates, validating the game cache fixes it.

  • Paladins

    • Bastion
    • September 30, 2016 at 6:21 PM
    Quote from FMPONE

    2 minutes ago, FMPONE said: Well, it looks like the game is a success: http://store.steampowered.com/stats/ (45k concurrent players as I write this)

    Battleborn has had to go F2P to compete. I wonder how that will go down with those who brought it.


    (aah, article I saw on it was updated to say that was a lie, nvm)

  • Normandy - Liberation (MoHAA TheHunt Inspired)

    • Bastion
    • September 30, 2016 at 12:20 PM

    Sorry man, contest rules does not allow for remakes.

    Quote

    Quote Remakes of existing maps are not allowed, however maps inspired by classic DoD maps are encouraged.[/b]

  • Hitman - World Of Assassination

    • Bastion
    • September 29, 2016 at 8:52 PM

    'HITMAN: The Complete First Season '


    I love Hitman but hearing episodes and seasons attached to it is really bugging me, it is a game right? not a tv show?

    Or is the industry just looking for ways to put incomplete products and DLC under the same name so there is less of a backlash towards it?

  • Marino (Offensive)

    • Bastion
    • September 29, 2016 at 6:11 PM

    Fortunately the bit I'm trashing is what I never came around to showing in the end (a town just outside the fortress area), everything else shown on the thread is still there as it still works in practice so far, will be looking to make some changes there still as there are things I would like to change.

  • Marino (Offensive)

    • Bastion
    • September 29, 2016 at 4:59 PM

    Spent the past few days on the starting point of the map and now..

    It needs nothing short of a complete restart. First point sucks, badly.

  • Day of Infamy Mapping Contest Discussion

    • Bastion
    • September 28, 2016 at 6:00 PM

    Massive frustration as the text file provided to script the offensive gamemode actually scripts the functionality for liberation instead.

    No idea why.

  • Day of Infamy Mapping Contest Discussion

    • Bastion
    • September 28, 2016 at 2:14 PM

    No ladders at all sadly, tried having one early on in my map and had to replace it with a staircase.

    Also not seen any normal doors, only thing is a garage door on Dog red that opens by script.

  • Star Wars Battlefront

    • Bastion
    • September 28, 2016 at 2:04 PM
    Quote from Sprony

    10 minutes ago, Sprony said: Since Battlefront will be getting a free PlayStation VR update, I've bought the game yesterday including the season pass (PSN had a nice deal). This is not the same game it was at launch guys. There are a ton of different multiplayer games to play now. You also have co-op and offline play with bots. There are space battles. It's far better balanced and most of all, it's drop dead gorgeous. Seriously, it's probably the best looking game I've ever played. I'm loving it so far.

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    Shame it almost took a year for it to be worth it.

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