Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Valserp

#1
Public Discussion / Re: lochang
November 05, 2007, 02:50:08 AM
It's fun watching the replies he gets.
Hey Catops  ;D
#2
Public Discussion / Re: Returning Maps...
August 06, 2007, 03:01:11 AM
Quote from: Papa Skull on August 05, 2007, 04:12:01 AM
I think that the maps that should return with new textures/ graphics/ designs are:

Warehouse -  Of course this is a map that everyone played all the time, but it got repetitive for me for a few reasons ( boxes all look the same, too many boxes )  I think with new lighting, better textures, and a bigger variety of objects this map would be a lot better.

Aquarius - This is the map that I loved to go completely unnoticed in.  It had multiple pathways, and a lot of cool rooms and features.

Club House - With a darker atmosphere I think it would be a great map.

Deftech Belew -  This map had great potential, however with repeating boxes and containers, it got boring to look at.  The way this map flows is great.  I love how you can easily go from inside to outside while staying hidden.

Which version of Splinter Cell have YOU been playing?!
#3
Presentation Forum / Re: Menu music
July 25, 2007, 02:15:32 AM
Quote from: Gawain on July 24, 2007, 08:58:31 PM
one thing we shouldn't forget is the demands for menu music: the melody must begin quite fast ,and it shoudln't be too repetitive.

On the contrary - noone would care about repetition, because people usually stay in lobby for about a minute. This means that you only need 60 seconds of variety, then you can repeat the tune gain and noone will notice(well, unless they are busy editing their keayboard layout or whatever).

And the music that was last posted is great for background music for a "last-objective-situation", IMO.
#4
Quote from: coldbloodedkill3r on July 07, 2007, 01:23:26 AM
Could someone actually give me an opinion please.

Yes - it sucks.
#5
Presentation Forum / Re: Menu music
July 14, 2007, 01:40:39 AM
Strings need more reverb.
Drums need more Low end and less mids; dynamics(not sure you can add these with what you are working?).
"Creepy ambience" needs to be a bit more varied, not just the same thing going over and over.

The whole piece needs to be remastered with the mids cut out, else it sounds "tubey".

The intro should be shortened(removed?). Most people don't spend more than 40 seconds in the menu before they join a game.

I love 0:47-0:50. There is a huge hole that needs to be filled between 0:50 and 0:58. Try varying the drums abit after 0:50. Not sure there is much room to do so, but still... try...

Am I late with that post? Been busy :P
#6
Presentation Forum / Re: Menu music
July 02, 2007, 02:25:57 AM
OK, frvge, first piece sounds kinda epic - like a knight's theme.
The second one sounds more in line but it's too flat, too empty. Needs moar effects and an instrument or two. I'm no expert but that's what I think is wrong with it.
#7
Public Discussion / Re: The fix list
June 23, 2007, 03:22:36 PM
Quote from: Spekkio on June 21, 2007, 09:41:07 PM
QuoteI'd love if they could add 50 ms lag compensation like Q3A has, though (or does it have 100 ms lag compensation?).

Uh I think it was programmable with the command "cl_timenudge" and the number of ms you would like to compensate for(with a minus infront - like this: /cl_timenudge -150).
#8
Public Discussion / Re: Just some ideas.
June 18, 2007, 09:26:15 PM
Doesn't help much since the spy doesn't aim for the center of the screen. It depends on distance and angle.
#9
Public Discussion / Re: Some Mercenary Ideas
June 07, 2007, 03:08:26 AM
Quote from: Spekkio on June 07, 2007, 02:48:57 AM
Quote from: Tidenburg on June 06, 2007, 10:43:20 PM
Well then, spies should be able to grab even while a merc is in the air. Im just saying that jumping added alot of unwanted glitches. I'd be all for a quick turn button though though (CTRL + Beserk) that makes you turn through 180 degrees
So fix the glitches. Removing jumping entirely is like cutting off your leg because your toe hurts.

What? You mean there was another way to stop my ache? Oops...  ???
#10
Public Discussion / Re: Idea about MT
June 03, 2007, 01:41:18 AM
Quote from: InvisibleMan999 on June 02, 2007, 10:04:22 PM
Do you think that MT is required to stop stealth spies?

Yes, I would usually turn MT on if a spy has shot a few snares around my patrol, hoping that it'll cover up his fast movements. I would usually turn on MT in areas, where spies can roll from cover to cover. I usually turn MT on near pipes, that lead to vents/ceilings.
#11
Public Discussion / Re: weird recruitment idea
June 01, 2007, 03:52:02 PM
I believe Black Cat are way too busy with their own projects right now.
#12
Public Discussion / Re: Idea about MT
June 01, 2007, 03:46:15 PM
Quote from: InvisibleMan999 on June 01, 2007, 01:04:39 AM
Quote from: Spekkio on May 31, 2007, 11:58:26 PM
Speak for yourself. Good stealth spies can get around MT, and good mercs don't MT whore.

As it's been said 5,000 times in this thread, there are ways around MT in its current state. What you're basically saying is that you don't like it so you want the game to be catered to you.

The only way around MT that I've heard is shooting the merc in the head, and then making a run for it.

Yeah, I didn't say "to the head", but you just refuse to get it.
This game is not designed for full stealth. There - has - to - be - interaction - between - the - teams. Therefore you are sometimes forced into shocking the merc. WOW BIG DEAL you can hide in about 47 different places by the time he gets unshocked. If you lack creativity - you die, gg.

Quote from: InvisibleMan999 on June 01, 2007, 01:04:39 AM
Seems to me you want the only counter to MT to be run and gun on the merc. What if I want to sneak past him?

Sneak past his position by using another route maybe? Really, there's plenty of those(on the balanced maps ofcourse. Please, don't think Warehouse)
#13
Public Discussion / Re: Idea about MT
May 30, 2007, 01:21:50 AM
Quote from: InvisibleMan999 on May 29, 2007, 11:40:25 PM
I mean, is it really that bad to ask that the merc at least face the right direction to pick up a spy on MT at medium ranges?  Lets have it require some degree of skill.

At first I thought the same. But at the same when I was thinking it I was playing against an insane aggro team. After the game finished, I thought to myself "thank the Splinter Cell-God for MT's detection radius".
Sure, it's a bitch on stealthy spies, but it's a necessity against aggro spies. What it needs is a slight nerf to encourage stealth, but not too much - for it can make aggro too powerful.

Note: Also, you can always depend on cover and vents to avoid detection. "But I want to move from cover to cover" you say? "The merc just stands there with MT on!". Well, wait for him to turn his back, shock him and move away. You play stealthy, right? Surely you know how to get out of sight in 3 seconds.
#14
Presentation Forum / Re: sticky camera idea
May 30, 2007, 01:14:26 AM
Quote from: Kok4f4n on May 26, 2007, 11:42:16 PM
Hope not -  i could do the "lag-feel" thingy too, until i changed my connection to better
(had a 56k modem - now 512k cable) ^^ so if you can feel the lags with a ping of 20, you're my mast3r ;]

Problem is, it's not about your connection. It's about the host and the players in the server. You can have the best connection in the world but if the host has a 128k upload this is the bitrate at which you will be getting the information and lag will occur.
Also, "uzi lag" is a child of this problem, because the uzi has an insane firerate and the host has to send out information about every one of those bullets thus it usually ends up in you doing the "one-step-forward-one-step-back" walk.
Also, the "host uzi" is such a bitch compared to "client uzi" because when you are a client the loss of packets(and there usually is such when you start firing that insane thing) may result in your bullets not registering right and the overall ping affects your aim. The host does not need to send packets to themselves - thus every single bullet hits right where it was aimed for. The rest of the players can feel the lag but the host is "invulnerable" to it.

I'm not an expert, I just explained it the way I understand it. Maybe someone else did that before me, I just saw the comments on this page and felt like giving my input  :D
#15
Quote from: InvisibleMan999 on May 29, 2007, 08:48:48 PM
Quote from: Valserp on May 29, 2007, 01:28:05 AM
Every merc feels bored after 3 minutes of non-action.

Like what about those spies that wait for you to move away from a door for the whole round? GMO CAMPER!
There should always be a little bit of conflict - that's what multiplayer games are about.

Well, since spies dictate the action, you can't eliminate this. IF the spies want to be slow and deliberate, then there's really nothing you can do besides just let the timer beat them. A good spy team is going to always be watching that clock.

Aside from that, there's no counter to camping.

Let me also say that it's this thinking that led to DA and the PD/drones. Mercs got sick of sitting around against stealth spies and wanted to go kill them in vents and such. We know how that turned out.

Errr...