reverb

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reverb last won the day on April 13 2015

reverb had the most liked content!

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About reverb

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  • Birthday May 8

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    http://420.moe/

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  1. Hey, just wanted to let you guys know I've added the hitsounds from this pack to the Steam Workshop here. Credit given. <3 Painkiller.
  2. I appreciate the time you took to create a q3/ql look, and did a great job of clipping the map. Here are 2 small clipping issues i found. The mega room is really very cool. The curved ledge works wonders with the jumppad + air control, and mega + rail, albeit really close together, are in fun positions. It's the thing that really makes the map worth playing right now, fights in this room are very fun. However, the rest of the map doesn't complement this as well as it could. There's only 1 other tiny room with RA, a small corridor, and a small ledge out in space. The items are generally cramped, and other than the mega & rail, it seems like their placements don't have any effective purpose, meaning that it's hard to play around item placement. This might just be due to the size of the map though. The teleporter doesn't serve any explicit purpose other than making the map effectively even smaller by removing any space between 2 major items. it doesn't open up any new or interesting options for a player as far as i can see, and makes it even easier to abuse the tiny map size with spawnfrags. Because of the small size, I can see and shoot to all spawnpoints on this map extremely clearly with a simple movement that takes just under 3 seconds. Even with my mediocre aim, I got 10+ rocket/rail spawnfrags on this map in under a minute by using teleporter and the long corridor. Overall, I feel like interactions with opponents are generally not complex beyond a single fight, because they almost always meet nearly instantly off spawn and only have what they grabbed nearby. The amount of non-MH health on the map is also not much at all compared to the amount of fights that will inevitably happen. I wish the rest of the map was like the mega room. =] I would look at heavily reworking the map's layout personally, and giving it some sort of fun "flow" with movement options and such. edit: I'd like to highlight something that you did here: You noticed how one-sided exchanges could happen through this corridor, with one player potentially having access to rail (bolt rifle), plasma, YA and MH immediately. So you gave the disadvantaged player some cover from bolt, and popped a 50H right there. But after this fight, what happens? If the player here lives, what option does he have outside of grabbing RA if it's up (which might be hard, since there's a teleporter right there, and dropping for it puts you in vision of them), or moving to other areas and fighting with a disadvantage he can't really negate? If he runs successfully, the 50H isn't up for quite a bit, and all the other health is inside of or in sight of the other room. The flow of events on this map seeems like you either get screwed immediately and die, or you spawn with a good weapon and a major item and go initiate a fight, repeat. Thinking about these types of routes in a map like this is really important.
  3. ?????????? good shit go౦ԁ sHit? thats ✔ some good??shit right??there??? right✔there ✔✔if i do ƽaү so my self ? i say so ? thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ? ?? ?НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ? ?? ? ? ? ? ? ? ??Good shit
  4. ^ 2 very very good videos that should be watched by all. i'd like to write a bit on this, as some of the advice you give is sort of situation- and map-dependent. it's clearly based on sound thinking, though.
  5. G4M33R pH00D © FATAL1TY ®©
  6. fair enough lol
  7. it would be more productive to say what you object to here. i've dismissed this argument so many times already ugh
  8. dm_meatless was one of the premier painkiller duel maps which had a very well done dilapidated/derelict aesthetic. in the RA room there were containers similar to yours which can be seen in the far bottom left of this screenshot here
  9. i really appreciate this elaboration and the transparency, looking forward to what's released next
  10. the way to counter people rushing at you is to aim and them and fire =D fight fire with fire, your ability to aim/move is not hindered by the fact someone else is aiming at you and moving, just gotta fight back. positional advantages are entirely map-specific or situation-specific if you can land directs 90% of the time (that's insane) for that full 100 damage, then yes, that's fine. high-skill high reward. in many situations/positions, though, you are able to take advantage of the specialized situations that weapons like LG, plasma excel in and get the kill much easier than if you used rocket. again, splash damage for RL is far too high atm which will be fixed, but base damage is not planned to change afaik
  11. this has happened since quake 3, a small message appears on the bottom left with the icon/name of the item you picked up. in quake live the time is included as well. definitely something there should be.
  12. ^ i suppose it's supposed to be shoulder mounted but even then it doesn't quite look built for that either
  13. ppl will probably end up remodeling/reskinning them anyway if they aren't visible enough by default - the thing is we don't want to have to do that and end up with some ugly weapon brightskins or whatever. it's a nice concept with steampunk and all but if it can't work practically (visibly) as well as the original theme (which it almost certainly can't), i'd much rather have a flexible, detailed, recognizable aesthetic that has been done before(the original direction), then an unflexible, hard-to-recognize-at-reflex-speeds-or-in-competitive-play orginal theme. again theme/mood should be secondary to functionality, especially in a genre like this, and not just "let's go with this cause it looks cool and we think we can make it work".