Cloudy

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Posts posted by Cloudy


  1. Real name: Matthew
    Age: 18
    Previous experience: Been admin in multiple servers regarding CoD4; mainly Blur and Raid. However no previous experience in moderating and/or administrating on CS:GO servers.
    Why I would make a good addition to the team: I'm highly active on the CS:GO server as you know, I'm calm in heated situations and like to think I'm mature with few exceptions and can mantain a high level of maturity when dealing with heated situations. I also like to think I'm good at telling whether a player is cheating or not, just because someone is good doesn't necessarily mean they're cheating; I know what to look for and have had multiple overwatch cases approved (unfortunately no proof of this). And with my previous administrative experience in CoD4 servers, I know how to behave and react to those breaking the rules. Also I've noticed there is a low amount of CS:GO admins at the moment, which is mainly the reason why I've decided to apply for this position.
    How often do you visit our forums?: I check roughly a few times per week.
    In-game name: k3mpx
    Steam: Please login or register to see this link. .
    Primary server: Retakes.
    How often do you play on our servers?: Daily.

    1 person likes this

  2. On 08/05/2019 at 9:45 PM, itstruestu said:

    Got it working!

    Downloaded the official deathrun 1.2 mod. Also I downloaded the coyote_v2 map from modbb (not from a random server). 

    Still not sure how to do save position or stop the afk/round timer. Any ideas on that? :) also if anyone has a skypilalr download link I'd love you for life <3 Cause I can't find one

    use the mod which is in the post i linked, that's got save pos and load pos


  3. 3 hours ago, atrX said:

    Which mod are you using? Most servers run their scripts server-side nowadays so you won't be able to use those to devmap. I'd suggest getting the stock 1.2 deathrun mod from ModDB or looking for something like Stefan's mod (don't have a link and forgot what it's actually called, sorry).

    what he said ^

    also don't forget after loading the mod to change the gametype do deathrun

    /g_gametype deathrun then devmap the map

    edit: oh wait here you go

     


  4. Industrial

    Theme: 4/5

    Theme is very well done, looks like an actual place rather than a deathrun map. It has very nice continuity throughout the map as it keeps it theme really well and is designed nicely to be incorporated into a deathrun theme. Only reason why it's not a 5/5 is because as Pain said, the theme of a factory is quite used in deathrun therefore it doesn't have that uniqueness which would  make it a 5/5 (although, everything else was done perfectly).


    Level of detail: 5/5

    Definitely top marks, it's detailed very nicely and has nice FX mixed in with the map (especially the minefield) and genuinely looks like an abandoned factory type place and the only downside I can think of is that it reduces your FPS quite a bit, but the way the traps are designed you only need 125 in order to do the traps. Also the weather is very nicely implemented (I believe it's random and selects between rain & lightning to normal?).


    Uniqueness and variation of traps: 4/5

    The traps were well done however the only reason it's not pushing top marks is because of the uniqueness, the minefield trap is very unique and the FX used is also quite unique however the other traps are quite standard, there's not much you can do about this as mostly everything has been done but props on the minefield trap as that was unique.


    Map flow: 3/5

    Map flow is the only area this map doesn't really get top marks, mainly due to as what Pain mentioned again, the tight spaces you need to run through and some of the gaps are quite big for some noobie players. Some of the area can be a little bit confusing as well but that's just probably me in the fact that I'm a retard lmao. Except for those the map flows really well and without the bigger gaps and the tight spaces you need to run through it would be pushing a 5/5. Also I've noticed that there's a few skips (intentional I know) however I'm not a big fan of those in deathrun maps because if they're quite difficult for example then they're only going to be done by a select few people.

    I really like this map and it's one of the best detailed and themed maps I've seen for a while!

     

    Petrichor

    Theme: 4/5

    The only reason as to why this isn't a 5/5 is due to the name not really tying in with the map and the fact that spawn is quite different to the rest of the map. Except for that everything is very unique and well done.


    Level of detail: 5/5

    The uniqueness of the map is the detail itself, not to mention the grass & tree shaders make the map look very nice especially in spawn. Very unique.


    Uniqueness and variation of traps: 4/5

    The uniqueness of traps is very nice, it's something different which is what I believe you tried to accomplish. Very nicely implemented although the traps can be quite confusing at times. Although they are unique and well done some of them are generic and that's why it's not a 5/5.


    Map flow: 2/5

    This is the only downfall of the map in my opinion, the flow isn't that great as said before it can be quite confusing on where to go and what to do for the traps. However I feel with more help to the jumpers on what traps do (possibly some hints) then the flow would definitely be pushing a 3/5 or 4/5.

    I really like the uniqueness of this map and it's one of the most unique deathrun maps I think I've ever seen! Much different to the other maps and that's a very good thing.

     

    Building Escape

    Theme: 2/5

    The theme isn't great as what Synd mentioned, it doesn't really represent much of a building however the reason why this is a 2/5 and not a 1/5 is because of the ending, I like how you've made people finish the map as they come out at an exposed point (much like a car park) and signifies that you've escaped a building. That was well done for me!


    Level of detail: 1/5

    Unfortunately this needs to be a 1/5 due to the lack of detail within the map, the lightning is quite dark and nearly impossible to see in some places requiring fullbright which takes away the niceness of the lighting in some of the places within the map (such as spawn). I also feel there could have been more detailing done in the rooms as the sniper room exposes the skybox at the bottom as does the bounce room.


    Uniqueness and variation of traps: 1/5

    Quite standard traps as far as deathrun goes, no FX used from what I can tell although since this is your first time scripting a map (I believe) then it's pretty well done. Would like to see more FX used just for that little bit more variation in traps or something other than non-solid/moving/rotating traps.


    Map flow: 3/5

    The only reason as to why this isn't a 4/5 or 5/5 is due to the way in which you can skip parts of the map due to the no fall damage. Such as the elevator required to go down isn't necessary as you can just land on the platform regardless. Except for that I think the map flows well overall and is quite fun to complete!

    This isn't one of my favourite maps but I do like it, and it certainly does flow well and I did like the theme at the end of the map!

    1 person likes this

  5. Made for mapping contest, tis' my first map. This is a raid exclusive map. Hope you all enjoy!

    Traps: 8

    Endrooms: Sniper, Bounce, Knife, Weapon and Hide N' Seek (My favourite <3)

    Secrets: 1 (Trail)

    Difficulty: Medium

    Length: Medium (Approx. 1 minute 20 seconds to complete w/o traps, varies with traps)

    Download: Please login or register to see this link.

    Screenshots:

    Please login or register to see this spoiler.
    5 people like this

  6. soz but you're only allowed a certain amount of weed per day for applying and that's anything NOT EXCEEDING 2 grams. and since you've had 3-4gs yesterday you are therefore dEnIED.

    Please login or register to see this spoiler.

    1 person likes this