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Everything posted by jackophant
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When are we playing next?
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But freedom of speech and creativity right? Activities include: public masturbation outside schools during lunch breaks public masturbation by public playgrounds setting up hidden cameras real time grooming wear a long trench coat grow a patchy moustache As long as it's satirical right? Not that it seems to make a difference anymore... Before you know it, they'll have a simulator of this recent Pakistani massacre. But hey, let's greenlight that too because it's fun!
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Clearly "offensive content" needs to be expanded upon. Surely desura will be excited about their hot exclusive though It's a PR move, can you imagine the shitstorm if they allowed it to be sold? As far as I'm concerned this game comes under porn (as murder porn), inappropriate and offensive. The game doesn't offend me, I just think it's a stupid fucking idea that will only end badly. If anyone is actually looking forward to this game, regardless of shooting pixels and the lack of correlation between "anti-social behaviour" and violence in video games, they need to get their head checked.
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I don't know how you can say this... If you want the best set up possible a 16:9 resolution offering a wider FoV will give you an edge over 4:3's 90 degree FoV. It mentions "stutter stepping" (an innacurate name I have never liked) which is not a placebo at all. What it is, is a list of helpful things that some people may never have been told.
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This has been in my bookmarks a while and I never managed to read it. I had a quick peruse and thought I'd share it here so here are few tips for CSGO: http://csgolikeapro.com/index.php?title=Guide
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Valve remove HATRED from greenlight: http://www.pcgamer.com/hatred-gets-red-light-on-steam-greenlight/
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looks like y'all need "cl_leveloverview x" make x = 4 to start with
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I don't understand the CSGO community, the majority (or a very loud minority) seem to despise change. I've heard so much hate for the new train. Personally I think it's a nice direction, my only confusion is the slight TF2ishness of it and the slightly out of place "high-tech" tunnel area, which others have picked up on. I think it's a good update, apply a thick layer of gameplay to a map that was being held together with new technologies from when the game played very differently before.
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It's hard to tell from the radar view, but the doorway you've edited in both is actually a mini balcony with a drop high enough to inflict 8-12 points of fall damage. So... firstly, our mini playtest was great fun! shame about my moon ping. I've colour coded the areas for clarity and I hope you aren't bored of my input yet. I'll start with most recent edition: YELLOW The new bombsite B is awesome, I love it! I did mention already but I'll put it in writing, and that's that the route round the back is far too long to really be of use, maybe make it work a little bit more like ruins/construction on inferno and in doing so actually give the CT's the access point to get down there. CTs have to drop into B and Ts have both of the ramps. I think giving CTs the secluded route and Ts the main route which meets up from mid would be more balanced. The pillars are great, maybe extend the middle one down on to the bombsite to have some form of cover? I would also suggest maybe keeping the bombsite square so that there is an open air plant if Ts have a really good planting advantage (like being able to plant for pit, inferno A site) Now we have: GREEN I think you made the route far too convoluted. The fact that you have two paths following each other for a large portion of their route and is entirely wallbangable, I think it would make sense to just make one of them the only path. "The balcony drop in tivoli is too damn high!" and probably a little unnecessary? I only found I used it when I got lost trying to get to B and though the fall damage was better than backtracking (I died as I only had 8hp) The doorways are very tall, but the width is probably ok. The strange ratio makes the doors unrealistic. Try and find a prop door frame for reference. Bombsite A area: BLUE The larger flat area with the crates worked on the previous version as CTs had the double doors to enter from, as did the Ts if they were to push mid. As this is no longer the case, the size of the area is redundant. The solid wall that overlooks the lower area of A is now just a flash trap for anyone underneath, you can't do anything with it. You have to go to the ramp down to the bombsite, that is the only route. Bombsite A is now a lot more tight. Maybe stick a wall at the back of it to prevent people falling in the drink too easily, and bring the plant trigger in by about 16units from the edge. That way you don't get the bomb hanging on by a pixel on that plant I showed you But I would give A some more floor space. A's underground path doesn't offer much to Ts other than to get closer to A without being seen, although CTs get there much faster and it's a bit of a death trap at the bottom of the long A ramp for Ts. Mid / A short: PURPLE I think it works well, the block in the middle is sufficient cover but it's too wide. Making it narrower and the ramp up to CT Long routes to A / B: CYAN The times for Ts are huuuge They are long featureless routes Adding the kinks in breaks the long route and sight lines up but shorter route would be preferred. T spawn: PINKY RED Linked to the long A and B routes, it's too far away. The best way I think you can amend this is by shuffling mid around and bring T spawn closer to mid/CT and bring the bombsites in as well.
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Cracking job exodus, those break downs are really helpful I love how valve have this habit now of creating artwork based on events. It's a nice touch!
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But if you can control the M4A4 spray, then 30 bullets is even more deadly. Realistically, each team could do with at least one person having the M4A4 in their inventory as you can't switch mid game.
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IMO, I'm not sure why it was cheaper in the first place... Less ammo for silencer / no tracers / increased accuracy seems like a fair trade to me. Also, for any overwatchers out there: I've read far too many posts on r/GlobalOffensive regarding people begging for cases / weapon skins / knives / stickers / badges as incentive for completing overwatch cases. I personally think no one should need convincing to keep our community clean, but on the off chance they do when overwatch finally leaves beta, I have made a post throwing my 2 cents in. Overwatch Ranking System I'd say feedback would be appreciated, but it's not like it's going to make a difference to the state of affairs. But if you have any thoughts, please fire away!
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Congrats! Someone should scrabble together a mapcore team now you're the right side of the pond I was just about to post this! made me laugh so much! 10/10 was not expecting bird surfing
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Stick in there buddy, it's not over yet! I know for me no matter how badly life piles on the shit, getting active can really boost those happiness levels! As a university drop out that struggled to find a job, is now in full time employment, starting to rent with the mrs and I found I have barely any time to scratch my arse let alone enjoy some time to myself gaming or anything... Life's a bitch! There just aren't enough hours in the day! I hope your job sorts itself out so you get to focus on more stuff for yourself
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I always thought they should just nerf the damage so that it is essentially a low ammo, automatic glock, and maybe increase RoF to make is just that bit more "powerful" than a glock. Maybe even throw in an extra magazine. If we want to be even mildly realistic here, the real world counterpart fires 9mm which is the same as the glock so should have similar damage/range/fall off stats. If we want to get really technical we can look at the rate of fire as well which in game is 600rpm. Compare this to the real world rate of 15 rounds a second which equtes to 900rpm. CZ75-Auto Article I think given my suggested balance changes, it would make it very effective at hosing down an enemy or so at close range, and because of the now minimum 2 shot kill close range headshot, you arent going to see the gun steam roll a whole rushing team:
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Valve bring train back and nerf the cz train? I saw an interesting suggestion for the cz: making it $800 and the same slot as the deagle (deagle would require some sort of tweak) so as to make the eco warriors less potent. The most frustrating thing about it for me is it's way too reliable for AWPers when you get too close. EDIT: Oh... and "M4A4 | Griffin" has been pulled from the workshop
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This is the kind of thing that WC3 did so well and from where DotA spawns originally, mods! There was team tower defence, there was also hero line wars which was very linear and you could "build" units with money you got from performance (like dota) which were then sent to your enemy's base wihch was quite good BUT there was also pudge wars... you have not lived until you have played pudge wars I would love it if they opened up dota2 to be modded to allow whole sub-genres of gametypes and fun!
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imo HoN has(had? I haven't played it in a while) the best gameplay and clearest visuals out of the major 3. I miss my little bro cthulhuphant
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If you plan on lugging it around a lot, but working on the move isn't necessary maybe get a mini pc? Things like the Intel NUC or a little bigger (358mm x 104mm x 61mm = 12.5l case), but seriously fully powered this: ASUS ROG G20AJ (it makes me think of something from the brotherhood of nod!) I believe faceit were using these for a sponsored stream recently... Also with ASUS in general (RoG included), they never sell directly. That's just how they work for whatever reason.
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Thanks, I'll sort those angles out I'll also move the trees where they don't obscure any sight lines
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Alienware tend to have silly base prices/models that imo don't make sense ie: laptop starting at £1100 with an i3... ASUS RoG laptops are huge slabs of technology. They have a nice slim one out, but it seems to be everywhere but UK. 17" laptops are also heavy. They may list a weight which sounds perfectly reasonable, but when you throw that in a bag and drag it around, it feels 3x as heavy. I know from experience taking mine to college and back every day for a year... I also don't think that the hardware is usually that much better, most of the price increase is the additional screen real estate. I would say that 17" is a desktop replacement through and through. If you need to be mobile, go for 15" and 14"/13" if real estate isnt massively important but I'm guessing from the nature of this forum the 14/13 are probably less useful.
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Thanks for the replies people! I know how to use the vertex tool and carve, but my problem is adjustments. When I have my slanted wall with the hole cut out for the window/door prop, if I want to make a height adjustment to the prop you can't just drag the bottom of the brush up to shrink it as the incline changes and obviously stick out from the wall around it. I would have to recreate that brush just to carve it again. I guess I just need to work out a system of placing all my props, make sure I'm happy and then carve it all up... I have been over monastery with a fine tooth comb, seeing the final result is one thing, but getting there is my problem. Thanks for the suggestions, but they would create some huge sight lines: Thanks for all the help everyone
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This sort of thing: And, evidence of it used in valve's map ar_monastery:
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Does anyone know of any "techniques" for brushwork? I've not had a problem carving holes for props in the past, but I'm currently stuck as the Tibetan theme has slight angles on all the buildings which just made me ragequit hammer. I've worked out I need to work with some sort of func_detail facade around the basic brush, but it gets so fiddly and feels so... inadequate. Is there really no easier way? In all honesty, I've rarely got a map this far into development, so it's probably more likely massive gaping holes showing in my detail work experience than anything else!
