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Messages - MyeRs

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1
Paintball 2 Discussion / Re: Promote map remakes | Overwrite maps
« on: August 03, 2020, 09:08:35 PM »
I think there's a wording confusion here...

REMAKING a map (Pbcup series, some of the Flaw series, propaint1/2/3, shazam22/33 etc..) is different than visually updating a map.

REMAKING should be pretty noticeable change to the map, not mirroring and aesthetically changing. Visual updates should improve upon the map without changing any core gameplay features (which, to those whom have no matching experience - some of the smallest details that seem meaningless can actually hold a lot of value to a maps gameplay).

Remakes of a map - should NOT overwrite an old map. Pbcup_pforest should not overwrite Pforest. They are complete different gameplay, and while one builds off the other - they are unique maps.

Visual updates --> I am all for replacing the old maps with visual improvements that do not change the gameplay of a map - it should stay true to the original. Small things (like floating boxes in Blitz) do impact situational gameplay. If you think that's "dumb" or something - go make a new map, or remake the map. If you want to visually change, and purely address aesthetics - stay true to what the map is.

SCREENSHOTS:

Strap = it's a remake not a visual update, embrace that - you made it visually nicer while changing it's default gameplay, so create a new gameplay to improve on it.

Wob: Toolwut's pic looks more like attempted remake/diff map. Whoa's looks more similar to default.

Figure out what you're wanting: a remake or a visual update. And then go with the choice. But a lot of them are a half-assed mix of remake and visual update, and then mappers go "wow but its so much prettier why wont people like it!!" - while they change aesthetics and details within a map to make it not enough of a change to be a remake/new map, but enough of a change to make people stick to the defaults.

---

If we're showing progress: (I've attempted to do visual updates, not an experienced mapper) -- (NOTE: Xbmap1 is progress SS (as can see, mid was not complete yet).)

2
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: July 17, 2020, 09:26:17 AM »
@Redguy: I do not think this is the right thread to post that - considering I posted proof of Blitz giving me APPROVAL to remake this (not sure if Jitspoe was given approval? did not ask but assume he did too) - so I am not taking some random map and remaking. I am given full approval from the one who made it - to remake this.

Further, I renamed the map to 2020Blitz and did not actually attempt to overwrite on mine.

Probably should start another thread for that topic if it is something that bothers you - let's keep this thread on the map remake at hand. 

3
Paintball 2 Discussion / Re: Bullet Registry and other issues
« on: July 07, 2020, 10:02:02 AM »
This is an interesting comparison.  I could see parallels here -- you're going to be able to travel faster on ice, but it requires more skill.  I imagine that's part of the reason younger kids are brought up playing an easier version: floor hockey (just with shoes on a normal floor).

You're not from Canada, eh? Most people I know have their first pair of skates on by 2 years old.

Regarding skill floor: I agree some maps (ie Tatras) where jumps are the primary focus - are not ideal as you cannot get both flags without average-level jumping.

I will say the idea that ramps/ladders versus jump makes no diff in comp play because skilled players will do it anyways --> I agree and disagree. It really is case-by-case, because some of them do serve a purpose, or slow speeds of certain paths down, because in this game even being 0.5seconds faster to a specific point can be such an advantage. But I most definitely agree that there's maps that use trick jumps just to use it.

Let's analyze Wobluda more:
1) Flag 2 has slow tunnel BUT main hump: If you just strafe (or even easier using the ice) at a below-average skill level, you can land on the carbine ledge, and therefore get 2 without ANY trick jump (the box is NOT a DJ box, you jump on it, then on 1).
2) "Sewer" is also very easy for any "basic-level-movement" player, but even if its not, if you just dont completely touch the wall, you can land on carbine ledge aswell.
3) Main ice to mid --> not really a jump, just basic ramp on ice. Incredibly easy.
4) Both flags can be visually seen from multiple locations, making it possible to "defend" without force to be in 2 specific spot. Therefore, easy to get to a safe reliable defending spot for slower players.

Would you agree that this map would be an "ideal map" in your eyes for the more competitive side that requires utilizing movement? There's still a gap due to speed of players and ability to mesh multiple jumps together / bounce off ramps properly -- but the skill floor is low.

(Note: I also think Carpathian is up there with wobluda for great maps, while DT maps have jumps that are less visible to the average player due to blending into environment better, the jumps are not "difficult" - though this map has more abusive gameplay aspects than wobluda and is easier to snowball versus less skilled)

Without getting into Pixel hunting I have a question: What is a map (or 2-3) that you consider the ideal DP2 world for you? Like, what maps do you wish were active maps loved by the community, so I can better understand what you would like DP2 to play like.

4
Paintball 2 Discussion / Re: Bullet Registry and other issues
« on: July 06, 2020, 07:41:08 AM »
Also, I don't think a good map REQUIRES jumping (offers, sure, but not requires).  Let's take a look at another game that has a high movement mastery: Rocket League.  The map it shipped with was dead simple.  A 3 year old could score a goal.  Now imagine if you were REQUIRED to do some crazy stunt where you combined a bunch of mechanics like driving up a wall, jumping, air jumping, boosting, flipping, and hitting a ball midair simply to be able to score a goal.  For the pros, that's probably not a big deal, but it inflates an already-large skill gap and throws a lot of new players away because they're below the skill floor.

Also, Counter-Strike:  There are surfing mechanics, but when you fire up competitive matchmaking, you're not thrown into a map where you have to surf up to some crazy location in order to be able to plant the bomb.

I don't think it's fair to compare a gun-play game to a movement game. That's like saying, Ice-Hockey is harder cause it's on ice and therefore increases skill to play, basketball works on normal floor, let's make hockey no longer be on ice as another sport is not.

CS:S high-level play has a significantly higher skillcap, you have people who have played for decades in counterstrike - and the ability to be "top tier" in that game is 100000x harder than it would be to get top tier in DP2. Same for other games like League of Legends - I've played a decade very actively, I have gotten top 500 in NA, and yet, I'd get destroyed by many players. The other games have equal or higher skill caps - they just have MORE players at other levels to hide it, as you can always find games against your skill level - to never see the true skillset.

But yes - a method of making the game more friendly to new players - while also enabling DP to use it's full capabilities without trying to cap the skill. DP2 is a movement game with flukey-1-hit-kill aim - every game has it's concepts that make it unique. The way to make it new-player-friendly does not need to reduce map jumping - it needs maps like Carp/Wobluda/Pfore concepts where you can get EVERYWHERE without pressing space - making it so jumps just allow relocation easier - on top of that, we need to improve tutorials - website videos - to SHOW our skill. CS:GO people go into the game seeing the exact spray patterns, strategies, etc... and STILL cannot compete with top players after a decade. League of legends - you can copy exact builds, leveling, watch hours of gameplay, and still not compete.

5
Beta / In-Progress Maps / Re: Newmap: Never Forget The Landing Strip
« on: July 05, 2020, 02:54:03 PM »
The ramp->barrel->flag jump felt, to put it in your phrasing, very "RNG".  A few units to the left or right and it doesn't work.  Also the ramped bunker seemed to be positioned just a bit too far to the right when coming from the ice.  Will provide more feedback after playing it with people.

Ramp-Barrel-Flag = I mimicked a lot of maps versions where they need to be hit just right - as it only takes about 2 seconds longer to go and ramp off the box/behind to get to flag without any trick jump. Just a slightly faster method for good jumpers. Can probably make it easier, but figured as it is not a necessary path it's not required.

Bunker new ice: It's not meant to be used for ice, ice is pretty easy since removing the extra bridge-pillar to fly too high over the flagstand now. That ramp, you can dj the small box and ramp onto flag, or a slower method, jump on box - then ramp - then CJ to flag. It was just meant to provide some blocking people coming out of low, and a slow method of getting to flag.

6
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: July 05, 2020, 02:45:56 PM »
I saw one misaligned brush that I need to fix.  Did anybody have any feedback on this version?  Should I lower the mid windows?  I tried to make everything match the original pretty closely so if you watch demos on the old blitz.bsp this will work as a drop-in replacement, but some minor adjustments might not be a bad idea.

Edit: Also made the entities on this one like the .ent file that most servers use.  I assume we don't want the 30pt cap and a boatload of autocockers lying around in the spawn area.  Not sure if co2 should be loaded or not, though.

Will play-test tonight if I get a chance with some of the pickier-blitz-lovers and give you feedback.

Regarding C02 --> Consensus I got back was "loaded"

7
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: July 02, 2020, 09:24:03 PM »
Closed bunkers and some small changes. Based on jitspoes .map.

FYI The fence post in mid also needs adjusting, as it can block the speedjump.

Will test later though, looks good!

8
Beta / In-Progress Maps / Re: Newmap: Never Forget The Landing Strip
« on: July 01, 2020, 08:40:20 PM »
Lighting looks a LOT better.  Still a lot of misaligned textures, but those can be fixed once the gameplay is dialed in.  Jumps feel like they're deliberately made awkward, but I'll have to check it out in an actual gameplay context to provide more feedback.

Which jumps feel awkward to you?

Some of the jumps were made very easy, some were intentionally made a big harder - but I'm curious which you're trying.

9
Paintball 2 Discussion / Re: Bullet Registry and other issues
« on: July 01, 2020, 06:21:39 PM »
Edit: When do you typically play matches?  It's difficult to find free time, but maybe we could schedule some time for me to hop in and play in a competitive setting.

Also, regarding the maps, I disagree.  We have like 5+ active mappers right now.  If we can get people to focus on blocking out some simple gameplay maps and iterating on them (instead of getting caught up on the details), I think we could make some maps that play better than a lot of the competitive maps now.  Would be good to take some of the current betas and play them in a competitive setting to get feedback and improve them.

Will respond to your first part another day - first will be putting video evidence from 2010-2013 demos to show the bullet interaction has changed. And potentially with that, we can uncover what caused it.

Regarding timing of matches: I would say 6pm to 12am daily you will find matches. Of course, if you jump right into a match you'll not have fun, and you will barely get kills, and get taken advantage of in a match. But, will gladly show you how to play/do the jumps and then bring you into matches.

Regarding mappers: We have 5+ active mappers -> True. But NONE of these mappers have made a successfully played map in the entirety of their mapping time. And this is NOT BECAUSE the "community hates new maps". Every map was a new map at a point, OTH/NML were huge when new for a few years, Wobluda was huge when new, Duck was never played but now actively played.

The issue is, a lot of mappers whom have the technical skill, have 0 idea how this game actually plays in a match and therefore cannot make good maps for the game. On top of that, a lot of them do not have even "medium" level jumping ability, therefore cannot make a natural flow to a map. Rick would probably be the only one who does have jumping ability, some matching exp, and technical skill.

Making a good map is a mix of planning, technical ability, flow, and luck. Some maps "seemed" like they could be good, but after enough matches a lot of flaws are found - or the gameplay is static where 1 style is forced etc...

As zenit pointed out - match maps fall into the 3 categories:
1) Older slow-pace "aimer" maps -- pp1/s22/strap/air/blitz/xbmap1
2) Speed maps where you can win with limited shooting -- Tatras/Prolandr/pp_sw/sass4
3) Mixture of even aim/jump requirement --> DT maps and a few others (wob)

A good map REQUIRES jumping, whether you agree with it or not. It also REQUIRES aiming. Because, as with every game - over time the players and mechanics evolve. This game is alive today because of how it evolved into such a unique game. And the maps that balanced the aiming and jumping aspects, created such great gameplay. But there's a lot of factors to take into account when making a map, and I think you are truly mistaken to think good maps can be made easily. Especially with how many Beta maps we have - those maps HAVE BEEN PLAYED - we do not ignore them - beta's are used in matches. I've run tournaments with random beta maps. People would love a cool new map, lots of teams have spent hours going through beta maps in hopes of finding a diamond in the rough - and could not. There's a reason most games don't have 1000 maps , you cannot make that many maps to support good gameplay.

10
Paintball 2 Discussion / Re: Bullet Registry and other issues
« on: June 30, 2020, 10:29:40 AM »
Before I comment I want to preface with: A lot of comments in this thread have evolved since the placement, as we continually have been investigating issues to learn more.

I was sort of under the impression that everybody knew the player collision was just a simple box like other games from its era, though I guess it can be weird playing modern games and then switching back. 

tl;dr: Hit registry hasn't changed and doesn't have RNG, the range was just brought in.  Player hitbox is just a box.  I don't see any bugs, just limitations of the tech.

We did not know this actually - however, we also did not have 144hz+ monitors and gaming computers + experience in other games. So, the comparison to other games naturally brought more understanding and knowledge (also growing up). Also, if you shoot at the very limit of a not-moving target's hitbox, center hand, you will not register 100% of your shots (can provide video/demo proof). I am not a dev, but that feels RNG - though I assume in movement it is incredibly unlikely to recreate and likely not a big deal whatsoever.

I acknowledge precision hitboxes may not be the best fit for a fast paced game.

This is NOT a big issue, this bothered some players for sure - and initial reaction was annoyance - but the specific hitbox itself only creates "irritation" in smaller maps, where someone can be hit while full body is behind a bunker/wall. I would personally recommend that visual update of models (if this does happen one day) to be slightly wider/bigger to better fit the hitbox. As changing the hitbox would change the game drastically, but changing the model to make more sense could be a viable future goal.

What we COULD do if people think this is a big enough issue is try to address the hitting people standing behind the corners specifically without impacting the in-open gameplay.  That would still likely be a lot of work, but at least wouldn't have the negative impacts.  I think the effort would be better spent elsewhere, though.

GOOD SOLUTION - And this is a big enough issue as a game with roughly ~30 dedicated players (dedicated in the sense of daily play time) has seen 3 people fully quit, and over half in not happy about hitbox. I personally think this is a worthwhile thing to add to your list of planned DP2-Related improvements.

As maps evolved to adapt, they made the game lose its close combat charm.  Again, subjective, but the things I really liked about Paintball2 were the projectile weapons, the fast paced movement, and the close combat.  I'm not a fan of pixel hunting.

Again, the hit registration/bouncing logic has not changed in over 17 years.  The range was just brought in.

Very subjective to the first part - as close range combat still occurs A LOT. The most balanced maps require a mix of jumping and aiming. The players took the mechanics of the game, and pushed it to the limits to be able to maximize the skill involved. This occurs in ALL games and the skill cap is no different - toss a new fortnite player vs a pro / new LoL player vs a pro. I've played league 10 years and a professional would still destroy me. Issue is we lack lower-skill players, but that's because it's a 20 year game and looks as such - which is a discussion for another day.

Can you explain how the range was brought in? I am still not clearly understanding what happened between 2013-2014. None of my comments/complaints are about the 2007 ballspeed changes or before. I understand why you brought the aiming in. Did you make a max range for bullets? In 2013 (and demos watching to verify it's not just my memory) show no bullets bouncing off people... 2020 - bullets bounce every match. The ACTIVE community (aka every single player that does not A) only play jump servers B) only play social saturdays) plays on servers that have "slowballsbounce 0" -- this is UNHEALTHY for the game to have to find side commands to make the game feel playable.

So now I have 2 questions:
1) If you play for a bit knowing how the behavior works, is the ball bouncing still a frustration or is it an interesting mechanic?
2) What do you feel is a reasonable size of the character on screen to still be in effective range?  Like post a screenshot.  I'm not talking about "this is an effective line on a map made 15 years ago, so it should stay effective", I'm talking about good, healthy engagement ranges for the sake of visibility, gameplay, and observers.  We can adjust/make new maps.

1) Ball bouncing was a very cool mechanic in 2013 and earlier - as smaller maps (xbmap1 for example) you could bounce off walls, or certain lines would go further by bouncing on the ground. It was a skill. But, the mechanic of seeing it bounce off a player is just frustrating. I will try to recreate a demo but there are times where 2 stationary targets shoot with no adjustment to crosshair, and 2-3 balls will miss, 2-3 bounce off, and 1 registers. This is where it feels unhealthy. This has made people quit the game. Note: This mechanic on current map-preferences will make aiming less valuable (as it's the "aimers" who have quit as a result, not the jumpers - us jumpstars are still here). DP was actually very balanced when I played between 2007-2013. Aiming and jumping were equally valuable, with strategic play being of most value. Lower range = jumping is more powerful, creating a bigger gap.

2) This is a very subjective question, and it is difficult to say it without including new maps - because we CANNOT just make new maps. At the end of the day, no current mappers have a single map that has been liked. No - this is not because they are bad mappers. And No - it's not because the community refuses to adapt to new maps. It's because they are not FUN, they lack GAMEPLAY, the players making them often lack skill and cannot make good flow/jumps. People who have not ever played competitively do not even understand the strategy in this game... GOOD MAPS cannot be won without pressing space, and also cannot be won without clicking shoot. They require balance that current mappers do not know.  A map like Pbcup_pforest (which I personally hate) - is balanced. If you look at the game, the most played maps since I started (2007) would be maps like: airtime / propaint1 / shazam22 / carpathian / pbcup_pforest / pbcup_renoir  --- The game is mostly played in 2v2/3v3, and these maps were made before the 2007 ballspeed changes - but all were incredibly balanced. You have to realize GOOD MAPS are a big part of people still playing - so we cannot just make new maps / adjust existing to accommodate. The game is NOT realistic, and being able to just barely hit a shot like checkers to checkers on airtime is NOT pixel hunting - it feels the same or lower distance than you can shoot in almost any game (except bullet drop so you aim to the sky). -- So I would argue the ideal range should be based around the good maps, as they are popular for a reason and trying to balance around theoretical new maps made by people who have never had a popular map is not a reasonable idea.

-----

Notes without quotes:

Thank you for taking the time to provide numerical data - again, as we can not find any means of documented change in the 2013-2014 range from you, we are forced to use demos to argue our points, and therefore we are jumping around ideas as we cannot find the true reason. If changes were clearly documented, we would be able to properly discuss.

ID vs Bullet - This is something that people are re-learning in coming back. Sometimes it just feels odd as stationary targets appear to be the hardest to hit. But, this same thing allows for curving of bullets etc.. so it is probably more of an issue of people experiencing other games and creating rage in DP (personally, I think ID's should just be turned off so people do not let the text pop up get in their head).

The 4 points:
1) Acknowledged, inc ball-speed was trialed by us and reverted to 2660. People have increased before. We want to keep as consistent as possible with your ideals, as our goal is not to rebel from your settings, but find the most consistent. We are happy to keep 2660, this was not the problem, and increased speeds just made lines/sprays that should not be possible and we felt were unhealthy. No interest in increased ballspeed - was just our initial assumption of change. Tested and was poor. 2660 is the ideal speed.

2) Potentially an exaggeration, but on the same hand people with 10k hours played have a decent idea how the mechanics work - and there's something to be said for play-testing as just the code-side provides only a partial story. I would challenge you to take 2 weeks of your life, 1 week allowing people in comp scene to "teach you" maps/playstyle/gameplay/jumps, and 1 week actively matching/participating in tournaments. While not ample time, I think it would create a better understanding. Immerse yourself into the active competitive community for 2 weeks. 

3) I was not making a point here - I was most stating that this is what people thought ballspeed would do. And noted that this could be very detrimental to change and difficult to get right. Was not requesting a change, so there is really "at what end do we stop" - the game used to be very balanced - we just want that back and are examining all options. Fire-Rate is not something that should be changed.

4) Grenades are a mess and from what I have been told, have been for a few years. This would imply a change was made that either intentionally or unintentionally changed grenades. But, until you actively play to see, or we send many videos, it wont be clear. You will not be able to find 1 person who thinks grenades are good - it has gotten to the point where we discussed removing grenades from the servers. This is a DEFINITE priority from the active playerbase opinion.

5) No real comment, you agree it would be good.

-----------------------------

Realistically, if we work together as community and developer, proper changes can happen and makes it so we have a good dedicated base to build off.

11
Paintball 2 Discussion / Re: Cartoon Style Texture Discussion
« on: June 29, 2020, 09:37:46 PM »
I think (personal opinion), that the simple-textures are more desired, because they are EASIER to make look good (detailed are so hit-or-miss, and in fast pace games do not work well). And, while I do not know the technical side, I can say when I jumped around with JMR's "valorant style" textures, maps looked better. Yes, this is subjective. But, the majority of current DP2 consumers would pick the 1st screenshot over the 2nd (and I'd argue all of the dedicated playerbase would choose it). A few others have dabbled in these textures, and the only person I have seen against it, is you - Jitspoe. The full game looks so much nicer - especially in such a high pace game. Ofcourse, if we wanna make stand still speedball paintball, sure realism of fences and bunkers are prob nicer. But, if the goal is what the consumer actively commits time to - which is a fast pace high action game - then the realism just will never work. It has been complained about for almost a decade now - and the amount of people trying to remake JMR's valorant style shows this.

--------

Regarding simplicity of "use textures that come with the game" -- I 100% agree. Either let people fully customize (models, textures, etc.. all aesthetics) or do not let them customize anything. And if the textures are nice, I 100% support no customization. This is a topic I think the majority of people also support - we do not have this unnecessary desire to customize the game, we literally just want nice textures and to be able to see where the walls meet the ground/windows etc.. when moving. Very simple what we want.

------

Since the topic is DP2 Discussion, here's other topics to discuss that are urgency to your consumers - these 4 things below are things we beg of you to fix:

1) Grenades are random, can explode through walls sometimes, do not match the explosion of the visuals, and let me repeat are RANDOM. You can sit in a grenade, and not die. Literally in the explosion. But - you can also be 10 feet away from any splatter, and die. This is insane and it's been complained about for YEARS.

2) BUG (again, been around YEARS) - Priming a grenade, throw, pick up other grenade immediately, it auto-primes without you doing it, explodes and kills you.

3) I understand hitbox cannot be changed, and you did not document a change between 2013-2014 for balls starting to bounce off players (assuming something was changed where the velocity at 38% considering first time you told me that, you said "slowballsbounce" cmd didnt impact players) -- OR it is something where there's literally just a max range implemented (undocumented from my quick glance at build notes) as it seems even with increased ballspeed there is a set drop off.... - we need to be able to revert to the standards that made sense. Whether that is adjusting the velocity to explode, or another setting. But the balls bouncing off players and feeling random, is unhealthy for the game. And I DO NOT WANT to have Match servers (slowballsbounce 0) to have cmds different than pubs. So, it's either we make it very hard for people to integrate into comp scene (which increase lifespan of their playtime) by having diff settings than they are used to - or we work together to acknowledge whatever changed was not good (we have posted many videos of balls bouncing off, and in 2013 demos this DID NOT HAPPEN - Source: We wathced over 30 demos on banterous.de in specific date ranges).

4) SOUNDS. I asked this verbally and you informed me it is a quake thing, explaining how it occurs at the start of a round. This is NOT the case. You can be mid round, hearing sounds in your base from enemy base. (most notable is water related). Sounds are inconsistent and random, which forces such a reliance on recon.

-----------------------

There's other luxuries we could discuss (player models, gun models, stat system, "pay system" to get a name/team logo on jersey, textures, basically the feature vote meme list etc..) but before any of those happen, the above 4 should at least be looked into. #1/2 are necessities - its game breaking. The other 2 are arguable on their necessity, but for #3 I do not think a workaround that changes the game should be a positive thing and would much rather be on the same page as all servers - but that's just not possible with the current defaults so we are forced to use a workaround to play the game - I want to work together to find a middle ground so the comp scene does not use this workaround. #4 is just, well, a known bug that is probably worth fixing.

---------------

EDIT:

Note: I do not want to be the "complainer" always writing the long messages, but we have put a lot of effort in reviving the community, to the point there are probably 5-6 matches a day, people are playing 3-6 hours daily, we have run successful leagues -- and we can not keep people with the glaring issues.

Note: While the intent of whatever caused the #3 issue may have been positive in goal (forcing close range fights). DP skill cap is not as high as people claim. The issue is the lack of newbies/pub scene because it is a 20 year old game (and does not LOOK modern) so people either delete by looks or because they are forced against top 1% to even play the game. League of legends is higher skill cap - I've played that game 10 years, many MANY more hours than DP, and the highest I was ever is master tier, still getting pumped by professionals. Why? Because they continually push the limits of the game which causes it to grow and skill cap rises. If someone who actively played in season 1, or even develops without playing, tried to balance based on their very very limited playtime experience, it would cause a riot (ha, riot for Riot Games). There's no requirement for a dev to trust or listen to his community - or even value them - but the game only survives and (maybe) grows with the dev and community getting on the same page.

The toxicity and irritation on both sides stems from:
Jitspoe has idea for the game, and implements towards these ideas feeling as though the speed/shooting is unhealthy. Thinks no matter what he does community rages, so doesn't matter what he does.
Community has idea for the game, they spend hours on playing so think they have expertise. Thinks no matter what they do, Jitspoe will ignore it.

People offered to pay you to work on your game, not even full time, pay-per-feature we want even. You've got true addicts, my boy Shk is on till 4am searching for 1v1's. If this game is more than an item in the portfolio, then it's time we actually work together and stop the dumb divide between comp scene and dev - as from what I've been informed it's been going on for at least 15 years...

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Remainder

13
Another last-minute tournament organized and had 7 total teams, 16 players participated, and 5 people spec'd every map but did not participate for some reason.

Bracket: https://challonge.com/cxfit0f2

Congrats to Senix/Juic3 for winning.

Attaching screenshots not much order to it except finals will be last screenshot (next post, reached limit)

14
Welcome to the Second tournament, sponsored by "PLS FIX DP JITSPOE"

This tournament will be 2 versus 2

It will start at 6:00pm EDT

Servers: ALL NA BABY (Note: All NA match servers will be used during this event, apologies to anyone needing some but supermans/EU are still avail)
Settings: slowballsbounce 0      (everything else is default)

Teams limits: No limit - teams of 2, please msg here or DM me on discord - Deadline to register is 5:45pm

Bracket: Randomized - using "Challonge" - I have only used battlefly before, but this is supposed to be easy and not require anyone to register. WILL BE POSTED ONCE CREATED.

DOUBLE ELIM BABY

Top team in bracket elims 1st - and gets colour selection

Maplist: (Elimination process, team closer to top of bracket elims first) Theme: Maps that are NOT actively played (gives everyone equal chance)
crome_b1
cream
s22
icepond
nml
pbcup_pbsanctuary
airtime

Current Team List:

1) MYERS - Navyseal
2) Juic3 - Senix
3) Awwwwwwwscra<3 - GuyWhoMadeJMRQuit ( Cool E-B)ois )
4) Omni - Mission
5) Visa - Redguy
6) Shk - TiNi   (team virgins)
7) Ernie - Mozzie

Please tune in to the BEST streamer in DP2 history - Plat's stream: twitch.tv/plat ? will update his url

15
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: June 29, 2020, 10:01:47 AM »
We played tested Original Blitz, My blitz, and Jitspoes blitz.

General Comments:

Original: People who play this are mainly because they actually just enjoy the map a lot - so they see no negative.
- General Negatives: Windows too hard to see

2020Blitz: People generally liked the visual changes (all sizes were identical to default)
- Negative Comment: Shk said "too hard to see people" because of the trim.   ---> This is something I think could be changed by modifying the vertical trim to be 2 "pillars" on each side of the glass, rather than 1 across piece - creates a "window" view between the pillars.

JitspoeBlitz_b2: Aesthetically people liked it - but gameplay had more issues.
Issues:
- Going inside the bunkers felt awkward,
- Bullet drop made lines weird (where a line might have landed on the window "ledge" now goes to the ground)
- Window sizes are bigger than default
- Can not crouch under window - you are visible to be hit
- Fence-Post can interrupt speed jump
- Barrel instead of floating box --> The box serves a purpose. The person "camping" cannot shoot under, but the person "pushing" can line under. Gives advantage to rushing.

Overall - I am a fan of the aesthetics of yours. I choose metals when I update a map because for the level of mapping I am at, it is easier to look good. (Wood requires aligning grain, scaling, etc.. whereas metal is more forgiving - and I like the look). But, you obviously have more mapping ability, and made it look good. But it would require some minor tweaks (window sizing, bunkers, post on side).

I feel as though Visual Updates should stay completely true to default - and yours would be nicer than mine for sure if you made a few adjustments to be true to the default map. Don't think much of a collab is needed - if you're able to make the changes outlined above I will gladly delete mine.

@ic3y: I just decompiled, added borders. It's exact dimensions to original :)

PS: jitspoe whys your sky so low-res?

16
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: June 28, 2020, 12:32:27 PM »
Approved to visually update - attached is the version.

17
Beta / In-Progress Maps / Visual Update: Blitz
« on: June 27, 2020, 05:54:40 PM »
I have heard a few complaints that the map Blitz has been "messed up" for almost a decade now (cap points set to 30, forced ammo pickup, red spawns facing wrong way) - Not sure what caused that, but then we fixed those and people started playing it - next complaint was too hard to see the windows.

Comparing default to "blitz_b2" we noticed differences that impacted gameplay, and therefore made it not played. So, I tried to find a middle ground before the two. I am not a great mapper, I am sure someone can do a better job - but this "visual update" provides no changes to any gameplay, mirroring the original version.

I have not included the BSP file as I have requested permission to do a visual update on the map - since it is not yet clear if they are allowed or not. Will update if given approval or informed approval does not matter.

Pictures include:
1) Original Blitz
2) Visual Update
3) Low res visual update
4) Original Blitz
5) Visual Update

18
Beta / In-Progress Maps / Re: Newmap: Never Forget The Landing Strip
« on: June 25, 2020, 04:19:54 PM »
Welcome to Beta 2 - after about 20 matches on it, it plays decently well for a small map.

Changes in B2:

- Removed water
- Rotated flags properly to face proper direction
- Rotated Red Spawns to face towards mid
- Raised Cap point slightly taller (but it is still relatively low as I do not like conceps of capping by jumping way over the cap).
- Aligned red barrels (alright guys they ain't perfect but good enough)
- Adjusted middle terrain to facilitate speedjump (still a more difficult jump, but anyone who has put effort into this game should have no problem)
- Adjusted terrain on wall (right side of mid) to be easier to jump onto/speed to cap
- Adjusted aesthetics of low ice
- Adjusted pillar of bridge near low-ice to make the low jump less "awkward" for bad jumpers
- Changed lighting variables to allow for minor shadows

I don't have anything specific planned for B3 yet - will see how changes in jumps impact gameplay and make judgement then. If Rick wants to do my map like he did Tini's I'll also gladly take credit for it.

19
We had 6 teams show up in this spur-of-the-moment tournament. Probably about 5-6 spectators who watched every game but for some reason did not participate.

Attached are screenshots of all games played.

Congrats to the champions, I present your "CROWN" - Shk and Juic3

20
Welcome to the first ever tournament, sponsored by "PLS FIX DP JITSPOE"

This tournament will be 2 versus 2

It will start at 7:00pm EDT

Servers: ALL NA BABY (Note: All NA match servers will be used during this event, apologies to anyone needing some but supermans/EU are still avail)
Settings: slowballsbounce 0      (everything else is default)

Teams limits: No limit - teams of 2, please msg here or DM me on discord - Deadline to register is 7:45pm

Bracket: Randomized - using "Challonge" - I have only used battlefly before, but this is supposed to be easy and not require anyone to register. WILL BE POSTED ONCE CREATED.

SINGLE ELIM (double could take too long, we will see how this goes and determine future events with more planning and not 2hrs before)

Top team in bracket elims 1st - and gets colour selection

Maplist: (Elimination process, team closer to top of bracket elims first) Theme: Maps that are NOT actively played (gives everyone equal chance)
1) Flatearth_arena_brick
2) Flaw_scbj_b1
3) NML
4) OTH
5) Lockout
6) Scoth_B5
7) Green_Park_b4

Current Team List:

1) MYERS - lwsi
2) Juic3 - shk
3) TiNi - Fzx
4) Awwwwwwwscra<3 - GuyWhoMadeJMRQuit
5) Conca - Minerva

Please tune in to the BEST streamer in DP2 history - Plat's stream: twitch.tv/plat ? will update his url

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