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jackophant

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Everything posted by jackophant

  1. Aww shiit, so much going on right now. Edge of my seat entire episode
  2. People can't afford to be signed up to all of them, and no one wants to miss out. Surely the industry can see the problem it's creating for itself?
  3. It's easy to complain about the bad times when the good times go by unnoticed. Bad habits of people aren't always consistent, sometimes they flare up leading to these situations. I don't think it would be right for any of us to put words in your mouth. You should come to the conclusion by yourself, if for no other reason than you have no one to blame but yourself for that decision if it doesn't work out. But Pampers and Sprony do have a point about reading back over your posts.
  4. "Choose a job you love and you will never have to work a day in your life" or however the adage goes! Just a little update on my situation: I managed to score a job as a Trainee Technical Support Engineer for the National Archives I felt the interview went really well and it just ended up being a bunch of nerds talking about tech!
  5. Maps for today haven't been cleared? We still on for tonight?
  6. I don't have a problem with that. Drawing on inspiration from real life (I realise it's a game), shorter, less accurate weapons (at range due to shorter barrels), generally with a higher rate of fire have a place in combat and I don't think CS should be any different in this respect. That's just one place they stand above rifles in their moving accuracy. They're also more expensive than pistols. I don't think the high reward money is necessary as most the time you use them you're in an anti-eco, so on top of winning you stand to earn a lot more money than you would have otherwise, giving pistol round winning team a greater economic lead. I don't suppose anyone can point me in the direction of how to mod the weapons like slothsquadron?
  7. Which SMGs do you know that dish out 1 hit head shots? Or deal 60 damage at range down D2 A long. Tec9 is far superior
  8. But it wasn't at the high levels, it was like they just introduced instagib into CSGO. It must have been so obviously broken, I don't understand how it got through, not to mention how badly implemented it was. Second time in a row they ballsed up an Armour Penetration value (first was same time as m4a1-s had rate of fire reduced) as it was meant to be as high as the awp but was "only" as high as the deagle. And let's not forget all the firing bugs it had letting people run around with a fully charged shot indefinitely with ridiculous accuracy.
  9. Played some US CSGO last night with my main man @MaanMan and for some reason had the revolver equipped... That gun is so broken now, it's totally useless. You can't hold angles with it because the time it takes to charge, people have peeked, shot at you, and stepped back. It can only work in direct open combat and then you're at a disadvantage because your opponent has to point and click where you have to track them like you have an aimbot. The level of anticipation required when they play from cover means you need wallhacks to time anything. The best I could do was time the firing with me shoulder peeking and it meant i was wasting a lot of bullets. 8 in the gun and 8 in reserve doesn't leave you much room for error either. I'm angry with it so I'm going to publicly share my opinion (rabble rabble). I really feel they could borrow elements of a system like TF2s huntsman for it: The longer you hold fire, the more accurate your shot will beStanding still charges shot fastest - "base speed"The faster you move, the slower full accuracy chargesIdeally "max speed" here would be as fast as you can run while incurring charging movement penalty (180 down from 220)Give it a minimum cool down between shotsAllows some level of close range defensive spamEven noscopes feel more reliable than the R8s secondary fire... I personally find it's inaccuracy to be too contrivedRemoves need for right clickSimilar (lower?) base damage than DeagleLower armour penetration than DeagleSame price as DeagleAny thoughts? EDIT: and remove the damn camera shake! damn that's annoying For reference:
  10. Each generation has a standard, and because there are more brands than panel manufacturers, a lot of the underlying hardware is the same. It's no coincidence that Acer and ASUS brought out 165Hz 1440p panels within a month of each other. Personally I put refresh rate, resolution, and response time together. I then look to my preferred brands which is purely personal taste and not necessarily what's "best". We're now seeing 144Hz screens with 1440p resolutions with IPS technology so you have the better colour and viewing angles again, but they don't offer quite the same response time at 4ms compared to the 1ms of TN panels. My dad has one, it's pretty sweet (except he only fucking tries to play guildwars on it ) You also keep sharing 27" screens
  11. I've got the XL2420Z whcih is a slightly earlier model and it's doing me fantastically well. Yellow's are pretty washed out, but then it's for gaming not colour accurate work. I boost the colour with digital vibrance anyway. Regarding the ViewSonic: Tom's Hardware Article I've linked straight to the conclusion, but the whole article is there. TLDR: 4K is steadily replacing 1080p as the standard resolution, and quite honestly for that price why not? The panel is cheaper to make than finding a higher colour bit monitor at a lower "sensible" resolution. I'll happily keep poking around, but it does seem to be rated pretty highly.
  12. I'm going to hope that's £300 per screen: BenQ XL2430T - £260 (Amazon)TN - 16:9 - 1920x1080 - 144Hz - 1ms ResponseViewSonic VX2475SMHL-4K - £270 (Amazon)PLS - 16:9 - 3840x2160 - 60Hz - 2ms100% sRGB coverageJust a quick look, but it gives you an idea of where to go from. I use mounting arms at work and will be getting them at home too. They're pretty handy for saving space as it almost removes the monitor's footprint on your desk.
  13. Looks like it could work as long as the it hasn't effected timing too badly from CT spawn to the site.
  14. Budget?
  15. link doesn't work or whatever it's meant to be.
  16. I'll be sure to check these out
  17. I'm not disputing that you appreciated the feedback, merely commenting on the effectiveness of your approach and highlighting what it means to the people who helped. You may have decided the map is too flawed to continue, but we've hopefully provided the means to make it better so those flaws would be phased out with the work you put in. Nothing is perfect first off, and if all you do is scrap the layout when problems arise, you will never progress. None of the operation maps got their layout perfect first off, but perhaps being more experienced mappers were initially closer to something working. The success comes from being able to improve something not get it right first time. Of course you aren't committed to anything, this is just advice to consider.
  18. I was genuinely impressed with this map and really enjoyed playing it. My main cause for concern is the upper B area. I understand what you were trying to do from what you explained, but personally I think the door really doesn't work. At least in it's current state: It's very loudThe activation trigger is too largeThe vertical door motion reveals you feet/legs/body/headYou can be shot at before having any real angle to work withThe size of the balcony forces you to step outside the door to be able to get an angle on anything other than T main entrance into BBut as everyone knows you are there, you're walking into a shooting galleryI'd also maybe move the entrance to the upper level into the connecting room from CT spawn into B, rather than it's own room - I think this would allow a passive CT more options to work with. Aside from the upper B area, I would maybe make the aggressive T drop area a little easier for CTs to defend. Right now, a T can step to the very edge of the ledge, to shoot defensive CTs in the side of the head on mid and then strafe back to freedom almost unpunished. Perhaps don't have the floor extend to the edge of the wall? Like so (green upper area, red lower area): Some people mentioned about flanking last night but I think sometimes flanking is more an issue of lack of team cohesion and not properly understanding the map's meta (because people are new to it). I think your map falls into both those categories rather than it having too many routes and it's impossible to control a flank. The layout for the bombsites is also a little samey. Not massively, but both have a T main route, a CT entrance route an upper level and a route off mid. Just something to bear in mind, but as I'm mentioning it, maybe just remove the controversial upper B area in favour of something ground floor like D2 B plateau Otherwise I would suggest maybe doing a little more detailing and see about getting lots more playtesting done! I wouldn't make too many minor changes about things you personally think might need changing, especially if they weren't picked up on in the PT. Getting it a little more detailed would allow you an r/GlobalOffensive reddit test and you can generate some heat maps and lots of good stats from it. As we discussed last night on steam, I've seen a lot of good maps iterate away from what made them good in the first place! Good luck!
  19. Great stuff Will! Any comment on preferential usage of func_detail vs displacements and their effect on vis?
  20. What does this mean? I've never seen these words in this order before?
  21. We had discussed this before, particularly trying to fix what you had originally created to learn from it. By scrapping and starting over you are just creating new problems and completely invalidating any feedback previously given. I also didn't mention starting a new thread. I suggested adding to the OP, rather than completely removing everything that was there. I don't advise trying to create your own lighting setup, just use one of the examples in the CSGO Sky List with the accompanying skybox texture that you feel matches the mood of your map. It looks more like your brightness value is too low than an "overpowering" ambient light.
  22. Yeah ofc, I was just going a little over the top How about these then: Interactive vending machines that drop cansspam proof don't heal youInteractive microwavefrazzles/blows when turned onInteractive eye scanners*bleepy noises*"ACCESS DENIED"Interactive wall mounted Health and Armour dispensersMaybe hold "use" to make the noiseDefinitely do not provide health or armourInaccessible room with recognisable HL1 props in (maybe from source version?)Weapons / AmmoHealth / Armour pickupsAmbient Headcrab noisesLike the inferno apps dog, but in a vent somewhere I think that's enough for now, unless you wanna just go for decals or something
  23. This map won't be complete without some form of HL easter egg(s) Maybe at random spots across the map G-Man can pop up adjusting his tie I would squeal like a little girl if I happened upon something like that EDIT: Also, not sure of name origin, but could it be something more "Half Lifey", or is this getting too gimmicky now?
  24. Firstly can I suggest you stop editing OP by replacing what is there, just stick it in a spoiler so you can have good documentation of your map development. Secondly, please update your lighting. It's a ridiculous strain to see anything, let alone trying to play it.
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