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Showing content with the highest reputation on 07/16/2020 in all areas

  1. A lot of good maps do do this. Look at B cat on Mirage. This is a powerful central position, that dynamically shifts in purpose depending on area of control of each team. Good map makers do rethink the fundamentals, but an original twist needs to be implemented in a way that the player doesn't feel like abusing it is the only way to play the map. A lot of good ideas in a single map does not make a map good. Careful, well thought out maps can be beautiful. Most maps in the competitive map pool right now are completely different from each other. Inferno has three lanes leading to A and only
    6 points
  2. Responding to some of your points from the last thread to hopefully move the conversation here. I don't think this is true. Most choke points are designed in a way that allows players to methodically check corners one by one. On Dust 2, the only spot where you're forced to take a 50/50 gamble is double doors on long as T (and I'd say it's the most egregious chokepoint of all the maps in the competitive pool). Every other chokepoint allows you to peak corners in a sequential manner. I don't think any map denies a player the ability to play without utility, but rather allows for enh
    4 points
  3. Beck

    Ghost of Tsushima

    Pretty hyped for this now. That review above made me really excited for the combat and exploration. I say this about every PS4 game but damn I wish I had a Pro to get some extra bells n whilstles.
    2 points
  4. I started watching third rock from the sun on amazon again lately. Last time I saw it was 20 years ago. I'm finding it way more hilarious but I think that's because I'm older now and I find dad jokes way funnier. The true sign of aging....
    2 points
  5. Oh god, this is Tynnyri when he doesn’t drink energy drinks
    2 points
  6. get out of here man
    2 points
  7. Within the context of Dust 2, I can see your point. The map is room based and heavely segmented, even between both bomb sites. So CTs don't really know which bomb site they will have to defend. This is why you guys need to start thinking outside the box. Most of the time in CS maps: where you can MOVE is synonymous with where you can SEE and where you can SHOOT. An exception to this i've seen very rarely is your standard window that you can SEE and SHOOT through but you can't MOVE through it. You can do a lot of cool stuff by segmenting these fundamentals. Like opening up the lines
    2 points
  8. I hear ya... I just find myself saying "that's what she said" all the time. True story.
    1 point
  9. Vilham

    Control (Remedy)

    I played on PS4, got it 20 quid in the covid sale.
    1 point
  10. You are safe until you start wearing dad jumpers
    1 point
  11. Given that you have a lot of experience creating Halo maps, I think you should also consider porting Tribunal, Bastion and Exotic Castle as deathmatch/arms race/fight yard maps into CS:GO. Obviously, you'll need to make adjustments to reduce fall damage and the like, but I would be nice if we can get some more good looking DM maps for the game. Plus, if you set your maps in space, I can add them to my CS:GO In Space collection
    1 point
  12. Of course. How do you want to balance a chokepoint anyway? Default strar for most cs maps is 2 - A, 2- B and 1 mid player. CT team is always harder because T's can just outnumber them on bombsites (full rush). This is why chokepoints are designed... to compensate advantage of player count on T team. And obviously that is why buying utility is a crucial part of tactics on T side.
    1 point
  13. dunno if you already know they have been using Unreal Engine instead of green screen as much as possible
    1 point
  14. FMPONE

    [CS:GO] Cusco

    I hate when I wake up and see a blue sky. It’s like, hello dumbass sky, can’t you think of another color to be today?
    1 point
  15. Vilham

    Control (Remedy)

    Just got round to playing this. And o boi. You. Need. To. Play. This. It is fantastic, easily one of the top games this year. Has so few features that detract from its solid core gameplay. 9/10
    1 point
  16. A few months back I had a huge craving for F1, and this series on Netflix kind of satisfied that. I always wondered what the hell was going on before or after the races (since on TV they only showed the actual races), and this gives a very intimate look into the pilots and the day to day paddock life.
    1 point
  17. What is the point of a game that portrays what it forces you to do as evil? Is Naughty Dog going to give up violent games after this? Anything less just makes TLOU2's themes moot. Game makes you do extreme violence -> Game shows how that extreme violence is senseless and how hero characters are monsters to others -> Game continues to make you do extreme violence and tell you how bad it is (despite them deliberately making several elements of killing quite flashy) -> Naughty Dog continues making violent games with tons of killing (probably, unless they do change). What is t
    1 point
  18. AlexM

    RaVaGe's real life WIP

    Dude this is gorgeous work. EDIT : I shouldn't have shown this to my partner. Now we're having furniture/renovation conversations
    1 point
  19. haha Stick to halo dude, this comes off as very myopic
    1 point
  20. Current version of de_calamari https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 Image directly below is a WIP version that's not full detailed yet.
    1 point
  21. Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.
    1 point
  22. some screenshots from my latest project, on which im working on in free time! It still needs some improvements, but it looks good in current state I think dz_Arctic!
    1 point
  23. Played around a bit more with the proportions. Does it feel better now ?
    1 point
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