This has a lot of promise. It's a lot better than a majority of early alpha maps I look at. Based on the screenshots I feel like you should rework some of your corners and connectors, but I don't have any specific suggestions since I can't run around on it right now. This deserves some testing to figure out where the problems are.
Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
Especially since it says RUN AS ADMIN in bold letters in said first post
Posting more information or source code separately from the download will help trust a lot
move to REFG or SZXC or SAXC if you fail to fix it and don't want to buy anything in the meantime
SnowshoeIf so-called "priority" (not even a guarantee) to get into an unreleased beta program at random intervals is so important to you, maybe get the smartphone that gives you that priority?
If I wanted to have priority I would just circumvent the system. The point is that the restrictions don't accomplish anything and needlessly inconvenience the people they're supposed to benefit, because they can be circumvented. Even if they worked as intended they would be effectively the same as prioritizing people with very active accounts.
rangaRight but it's so easy to circumvent this system, especially for people who really want it. Are you expecting a perfect system for beta access? Haven't these kind of things always been lottery like
So what you're saying is that the extra conditions for being prioritized literally just inconvenience people who don't have smurfs? I mean, people with smurfs are obviously just going to circumvent the system and maximize their chances of getting in with at least one account. What about people without smurfs?
I know that the program is trustworthy, but saying there's no problem because people can circumvent the system is a joke.
AndKennethI can get a cheap smart phone for 40 NZD (about 25 USD). In fact the feature phone that this provider sells is the same price. Is a smartphone a luxury item at this point?
So what you're saying is, people with a bunch of alts and cheap phones have an advantage in getting in over people with only one account and phone?
Authenticate your smurfs, more likely to get access on at least one account. That's the whole point of this system.
Prioritizing people with smartphones is also prioritizing people with economic status, if not doing it worse, because again, well-off people can easily have multiple phones.
Another way to keep smurfs from "wasting" beta slots is to use a better heuristic for smurfs. People can have multiple phones, easily. But they wouldn't spend hundreds of dollars on multiple accounts. If they also prioritized people who have a lot of value in their steam account, it would still work. In fact, that's probably what they would have thought of if they didn't have two factor authentication.
IMO it's more like, QW gameplay works better "in a vacuum" and maps need to do fewer specific things. They get away with more variation without making huge violations. Much like TF2 5CP maps have a particular overall structure or else the game plays badly, Q3/CPM are sort of the same, no doubt due to the differences from QW. In QW, individual good maps can be much more different from eachother without becoming gimmicky or unplayable; all the normal elements of the game stay in play one way or another to a stronger degree than they do in Q3/CPM.
This is both a weakness and a strength. You don't get glory running down your spine when you run into a nonconventional map that still works, but you get to take a lot of slack as a map designer and focus more on doing subtle things to make mindgames more interesting, rather than fixing problems that keep the map from hitting the extensive notes that Q3/CPM maps need to hit to be good.
I do also prefer aero in QW to CPM. I guess it's no surprise my favorite CPM map is cpm29/solid. I would say that rail bandages some problems on cpm15/patibuh's lair though.
Just my personal opinion. Comparing different quakes is great talk.
A lot of QW maps are heavily thrown-together, and design tropes are rarely shared between them. Quake 3 has similar variation in map quality but the slight differences in overall game structure ,and the fact that level design was more mature by that point, made gamemodes have ideal map archetypes much like CS. The same thing with different maps having different tropes applies to all games on a superficial level, but the raw lower design quality of QW maps made the tropes much more prone to specialization.
Just IMO.
While you're at it downgrade your firmware to make your mouse1/mouse2 latency be sensible again
http://dl.razerzone.com/drivers/DeathAdder/win/DeathAdder3500_fwupdater_v2.33_Eng.exe