General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
So, yesterday, after days of doing practice exercises, watching tutorial vids and following along with them, I finally decided that I would start fleshing out the map I was imagining.
I started by drawing some very simple plans for the map, and flesh out a vague idea of what I wanted to do with it.
This is the extent of the progress I made on the map as of yesterday:
It's not much at the moment. I was mostly wrestling with the alternating altitudes and ramp sizes, and trying to solve the geometry, making it all touch without making any concave brushes (which are not allowed in Hammer)
For the most part I want to make a very, very rough version of the map, to get a general feel for the size and scale of the map before I go deeper into detailing, as it is my first actual attempt to make a hammer map for players to play on.
Thanks for taking the time to read! I'll be posting updates as I hit certain milestones in the map, so keep an eye out if you're interested in that.
Did you really think they fill those things with ipods and new phones just so you can snatch them out with some practice?
You would have to be fairly retarded not to realize that you literally can't make money on those things unless they're rigged. And if you can't make money on them, why would they put them in an arcade? Common sense mate.
Dollars to donuts the new "skill based" cabinets are either gonna get filled with rubber bouncy balls, hair ties, and chinesium kids' toys, or they are going to be almost impossible to win, even while not being rigged.
Faster tick rate needs to go. Games can only cater to the pro esports streamer voices for so long before it negatively impacts the other 99.99% of the player base.
My man, I only see pro esports posters on here advocating for its removal. What are you talking about?
You're missing the point. You can tune how much recovery is worth it by just adjusting a simple slider of how much original cost you need to pay. If the truck is fragile, artillery could just shoot the wreck both to remove the wreck as well as to attack the recovery vehicle. Which in turn is not for free, too. But all this discussion is just for dives. Most vehicles die near the front line, where the long recovery process is way more risky.
That not all factions have it can indeed cause balance issues, but my point was that I do not agree with your specific suggestion due to aforementioned reasons. The current system is design wise fine. If that's true for balance as well, we will see.
I also noticed most fresh wrecks are so fragile they can be easily ran over, and don't seem to bounce shots like wrecks in coh2