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Puddy last won the day on April 1

Puddy had the most liked content!


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  1. Me and RZL teamed up for a few games, got stomped once but we mostly stood our ground! If there are any other mapcorians who want to team up more, let us know! We're platinum-level. I lucked out like hell with Dva. Girly reaction scream included.
  2. Yeah, sound and atmosphere is pretty on point! I thought the first game mode looked pretty cool, gave me some Wolfenstein flashbacks! I like when modes have a bit more structure and you avoid having a chaotic run'n'gun moshpit.
  3. Playing more and more recently. Been trying to expand my hero pool and I find that Reinhardt is awesome. I had a hard time with him before but now I feel that I "get him". I was a bit bummed out that this wasn't POTG though. Solo-defense.
  4. Nice!!! It felt like we would visit the moon eventually. Awesome style! Also, when you get that perfect pharah flank...
  5. Hi Sebastian, I just wanted to give you some feedback on this posting. You are seeking help to make these three props so that you can art the level, right? If that is correct, I'd implore you to consider two things. Is the level well-tested and does it feel balanced and fun to play? I ran around the level and it seems very, very big with some design choices that don't align with the Counter Strike "formula" (competitive maps etc). If you are trying to break the mold and make something different, that's fine though. Regardless, I would think about adding verticality, which I think is something you always want, even if it's subtle. My point is that the design of the level should be pretty much nailed so that the external artist doesn't have to go back and revisit their work after design changes. Consider art-passing the entire level to the point where the only things missing are these requested props. De_train/de_nuke assets could be used as placeholders for these things (they have some server/electric-stuff). This way, the artist can see that the map has potential and would probably be more eager to help. Also, the artist can more easily think about how their assets "fit in" with their surroundings. I think it is wise to take the project as far as you can on your own to gain experience and also make it easier for artists to see that, if they decide to help out, the props won't be scrapped if the level doesn't end up getting finished. Kind regards Puddy
  6. Don't get too caught up on stuff like this when you greybox. Any of the setups here are fine, it's just a greybox. Personally, I prefer the left solution of the three lower ones, it allows you to move the floor without need to adjust walls.
  7. Far Cry is one of my guilty pleasures. I hate to say this but if this game comes out and it's just "more of the same" of FC3/4 I'd still enjoy it I think. But I'm hoping there's a bit more to it of course!
  8. www.precursormod.com it's okay Research and Development is cool!
  9. Good job everyone! Finally, an operation! Players are already doing next level plays:
  10. Damn shame, I hope everyone lands on their feet (hopefully the studio does it in the first hand)! It's so damn hard making big games these days...
  11. Quite recently started playing Overwatch again, haven't really played since Season 1. I've gotten into competitive too and it's quite fun and I really noticed how my skill improved by playing in more demanding matches. Currently at 2650:ish something. However, I am in a bit of a conundrum now when it comes to what heroes I should use and practice with. What is better in your experience, to know at least a character in the different roles or to know several characters in one or two roles so that you can adapt to enemy comp while still performing your "role"? Or in general, how do you guys pick your heroes? Do you stick to your main or mix more?
  12. Realistic is a bit of a leap probably. But no jetpacks or anything, no (though zombies I guess heh). When it comes to "playing the same shit" I gotta disagree with your point of view. Shooters are diverse as hell when you look at the nitty gritties and a lot of people, me among them, can enjoy a lot of different flavours of shooter. CS:GO, Battlefield 3 and Call of Duty 4 may all share the same contemporary setting and their arsenals overlap but they play quite differently and have a slightly different take on things. The difference between these games is probably bigger than the difference between entries within each respective franchise. Having said that, this is CoD and it's probably mostly the same once again. I want to see what they do with the multiplayer primarily because I share your belief that SP will be some melodramatic blockbuster. Black Ops did actually include both Vietnam and alternate history in the same game if I remember correctly.
  13. Could be good but the trailer felt like a deja vu, like we've already done this before. Maybe it's just a marketing thing.
  14. Hell yeah
  15. You are on this too Dark?