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Interfearance

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Everything posted by Interfearance

  1. these fuckers had the nerve to make stylized games on the ps5. if there arent at least one million tris on the opening screen I am not going to watch the rest of the trailer...
  2. The map was very enjoyable to play in matchmaking, but almost everyone in my matches was complaining about the ambient noises which can be quite distracting. Also, the room with the broken wall was very hard to spot for me and my team at first as it was dark and under the stairs and it created some confusion as people thought the "a long" swamp area was the only way to get to A. The map is leagues better than the first version I played
  3. Interfearance

    [CSGO] Engage

    I would enjoy this map, but as soon as I saw the enemy's playermodels the effect was ruined and I was no longer immersed in the hyper realistic world of csgo. Soon after I noticed that you failed to replicate a vehicular assembly line that would function efficiently in real life. Additionally, there were several violations of workplace safety regulation that I spotted throughout the factory that made it difficult to aim because my whole body was convulsing. I understand that you care about "gameplay" and all that other soft crap but I would like if you recreated a real car factory with local workers and special forces (preferably a night mission). Good day
  4. Every minute of this movie was memorable!
  5. Formula E is sort of a different animal and it has some evolving to do. I don't wanna go full into the details, but it definitely has potential. In terms of fia rules, people have always complained about the rules being too strict/ unfair, similarly to fifa and other sports. Regardless, the racing and formatting is quite entertaining as it has been refined for decades. And you always have those crazy moments, everyone who watches knows what I mean.
  6. The visual style has shaped up considerably and there is still more room for trims and other details.
  7. X1/X1X had the best designs. Minimalist, to the point.
  8. Interfearance

    [Wingman] Paro

    I always wondered why nobody used 2 hostage rescues. It solves a big rescue zone camping problem with most hostage maps.
  9. That girl painting thing reminds me of the Bladerunner 2049 hologram...
  10. I am not a fan of the visual style. It feels like utterly utilitarian crap that we have seen from every soulless chinese imitation company before. Hmm, looks familiar... Also, if you put some time into the maps you will know exactly where to aim. Immortal in this game is basically mg from my experience.
  11. That's pretty much what everyone making their own docs is doing, don't sweat it
  12. Sorry this is my dumb way of saying your map looks official/ really good (LOL)
  13. @Snusmumriken The theme seems doable, but I would push it in a more extreme direction to set it apart. Maybe it is extremely vegetated or whole areas have collapsed. Perhaps there are tombs and skeletons. Layout-wise, it seems like this map also needs something more to set itself apart. It uses too many corridors in places where they serve no purpose. The only true corridors on dust 2 are the one between the long doors and the one between B and upper tunnel. They are narrow and designed to consolidate players in to one area to focus action and make defense manageable. The placement of corridors around your map should be deliberate and does not even need to occur at all contact points. Flow is also an important factor, because it naturally guides the players aim and movement throughout the map. Pathways that snake around for the sake of delaying movement throughout the map can cause problems: For this reason you almost never see such an instance on an official map. There are more points to be made, but I think these are good places to start improving your map.
  14. While the flipped spawns idea can go either way, the thematic idea is really strong and I would like to see the final map.
  15. Interesting thematic ideas and shapes. However, the design may be too complex to be enjoyable. Several of the paths drawn are redundant and easily removable, making the map easier to understand. Here is an example of such a revision: If you keep your paths to the bare minimum, you will see what additional paths are needed as you playtest the map (if any).
  16. Damn and you had me thinking there was no way to improve on the previous rocks
  17. Those rock textures are making me ERECT
  18. Haha tbh the game keeps me invested in the map editor. I guess its different for everyone.
  19. @The_Virus I believe that your steps are the wrong scale judging from the screenshot. Usually the steps are not too much wider than the players foot.
  20. Textures are literally geometry now. This is nuts.
  21. After 100 hours of this shit I got so burnt out. Every engagement feels the same because of the map design. While I initially though it would be a positive, the abilities do not really change the engagements enough. Even at gold, a low rank, it feels like there are toxic players every other game. Lastly, the movement is really bad. There is almost no useful bhopping or counterstrafing and you can not effectively crouch peek or slow peek with an awp anymore. Despite this, almost every other rifle and smg has astounding walking accuracy. There are big problems, and I ultimately don't think that people are going to play this game if they don't have fun with it.
  22. Wait a second you have no sources either. Here are some random ass crime level stats
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