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Matt Marche

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Matt Marche last won the day on October 20 2014

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  1. This is the first thing I said when king headcrab was added. If it was 3x the size of a regular headcrab it would still stand out obviously as a boss but have a mere fraction of the issues it does right now.
  2. Me. I've played this map on other servers and it plays like garbage with 10% zombies. It would be nigh unwinnable with 25%, unless you happened to find the arsenal early.
  3. The prestige/leveling ideas are a good idea. Nowadays, points are relatively meaningless as it's very difficult to drain your point supply short of wasting them (ie detpacks, parties) compared to beforehand where a stupid 200 point purchase actually hurt you. I don't expect this to change. However it also means that anything above 5k or so is effectively the same (at absolute max, getting a boomstick, high tier AR, ars, resupply, hammer etc will not cut into it significantly) which dampens the old appeal of saving up a bit, I feel. A prestige/leveling system would entice people to play more, as I only join in passing right now and would be more likely to play with longterm incentive. On other options, you can also introduce gimmicky weapons that don't have real power over the main ones, but are fun to use and expensive. I created some myself over the years, such as: An eraser with a large magazine size (the sound keeps changing pitch the entire way) a boomstick with randomized knockback (can be forward 400 or backward 400) or a melee weapon that swings extremely fast but with low damage.
  4. Hi. I've been banned for almost a year and a half now. I have some friends who still play on some HG servers that I'd like to play with from time to time. If I need to be talked to in private for any reason, or to clarify anything about this unban I'll be hanging out in TS until I get a response here. Thanks.
  5. Here's the memory that stands out the most, besides first vertigo win. I have an album of over 1000 screenshots with probably 500 or so being from my earlier days in HG (when I was a member to about july 2014) if people are interested in me picking and choosing the most memorable ones. Just to name a few: Shovel Parties Sledgehammer Parties "Matt where u cadin" Surviving falling off vertigo at the last objective Mall of the dead vent with <5 people and 80 zombies And so on and so on.
  6. Okay, I'll cover the sections you don't agree with, and elaborate further. Remember that at the beginning I mentioned how it may have been the author's intent to have some things the way they are, it's just one individual's thoughts. Mentioning everything I like would double the post length and wouldn't help. [spoiler=post]The beginning paragraph is the only one I would keep if I had to simplify my criticisms. You just need to think back to when vertigo, pharmacy etc. was new ( at least relative to the people playing it) to realize how important a clear objective is. Did you notice I said nothing about the valve into steam-pipe objective? It works because There's only two paths, they don't have multiple, small rooms with them and you have time to figure it out because zombie spawns are behind. Asking for cues to be fixed is probably the least time consuming task short of the nodraw texture in the lobby. You don't have to hold people's hands, but at the lever room near the end of vertigo, it used to be an instant death until people went into singleplayer to figure it out because zombies severely outnumbered people every time (and this has happened with every obj map until lots of people memorize it) In regards to single-doorway spawns, one only needs to take inspiration from the several broken doors and "far below" zombie spawn much later on. Those are much harder to barricade. It's not too big of a deal, but it can become a big problem (like it did with vertigo). The "ramp in the doorway" doesn't make sense from a logical standpoint, and is inconsistent with the rest of the map, that's all. I don't see how this is being negative. Errors come from a lack of the zombine model. If you plan on having this on only HG that's fine, though. NPCs do cause engine lag, and the huge pile of fast zombie torsos later on will do it for even the heftiest of machines. That's a valid criticism too. Up to this point there's only one board that breaks upon standing on and I already mentioned it will cause ragequits, this one probably will too. The same solution can apply to that pit, make it break just before someone stands on it instead. Next paragraph is fine. Linking the boards is a great compromise to avoid the problems vertigo has. After the office in vertigo, people can get stuck trying to make tight jumps. Same thing can happen here, without doing that. Was recently informed you get points for winning maps anyway. Guess that's retracted. You can't deny that new zs players won't have died at this point, though. Can you name an objective map that has a death-mechanic more than halfway in? Dump: No. Vertigo: No. Pharmacy: Unless you can't see big yellow arrows, no. Evac: Last one is the train. Underground is escapable once trapped. Enervation: Not halfway. Etc etc. It can be left in, but considering that not even 2 days deep into playing zs I got people into the HS secret room, I have no idea how that's salt. I was almost never a victim. Last comment on the map, when I say "vague", it boils down to "no cues" which I cite as an important thing I won't be repeating. I forgot to mention, 168 mb is huge. Another thing you should consider is "trimming" the map. There's places where you could tone down on the textures (custom or not) without impacting the visual quality. That and the sounds obviously add a lot. 168 mb is a lot for people to take in. Consider the population increase when construct or flatgrass is played; new people love those low download times.
  7. Huge criticism post incoming. You've been warned. [spoiler=Post]Note that some of the things I mention may have been your intent while making the map, but it's important to get outsider viewpoints on some parts. Right off the bat, the beginning area is incredibly human centric, a lot more so than any other objective map (with the obvious exception of vertigo). This coupled with the large (but necessary due to the map file size) load in time equals a very boring intro. My biggest complaint about the map is the cues. I'm not going to keep mentioning them because they are bad in 90% of the places they are used. Some objectives have no cues whatsoever, making it confusing for any first time, or even tenth time player. There's no timer, no sounds upon activation of checkpoints in a lot of places. A liberal application of message beacons, SOUNDS when doors break and better cues is necessary for this map to be well received in other communities. Also, one cue says "defend for 90 seconds" and another says " defend for 1 min 30 seconds". You should probably make it consistent. Side note: Bad texture placement in lobby. The music is loud relative to other objective maps. I use pretty much the default sound settings and I would have trouble hearing other people talk. The early objectives give barely any chance for zombies to do anything besides kill afks, and yield lots of opportunities for a savvy human to aegis certain spots and camp. I'm aware there are trigger hurts but the first few objectives are quite meaningless like a lot of objective maps suffer from, I think. Map suffers from "single doorway syndrome" for a lot of zombie spawns. Can be potentially abused, you'd need to see how strong humans typically are at certain points. This looks bad, I think it should be a staircase. The 6 free weapons, although locked by a code, will be quickly discovered and plundered every game. Up to this point, only very, very bad players will have died to zombies. I would personally depower it. This broken board will make people ragequit, guaranteed. Make it break when a player steps just beyond the electrified pipe. Errors for people without hl2:ep1/2. Good time to bring up another point about npcs: Back in 2014 someone submitted a map with npcs in it, and it was rejected with that being cited as a major reason. They can also easily create lag when you've got 70 people hauling at once. The boards at the part mentioned in the above picture are WAY too strong. This is a reoccuring annoyance. I understand the benefit in delaying humans, but if you get into a scenario where it's possible, but very difficult to fit through, everyone but the top players will die trying to get through. An easy solution is to link them all, and have them all break at once. (These boards only break upon being stepped on under certain circumstances) Huge clusterfuck of death if the human ratio falls by this point. Also of mention is the lack of props at prospective defense points. This would be a good place to add an aegis kit. Annoying inconsistency with boards breaking, or not breaking, throughout the map. It can logically be assumed these are safe, but they're not. The parts after this are very maze-like. This isn't a good thing when done to this extent. This map is confusing to the point where many, not just a few playthroughs are necessary to grasp it. Losing because of a memorization requirement is going to be annoying. This is the most confusing area in the entire map. You don't know what to do, there's no cues or beacons, you dont know where to exit, you don't know where zspawn is. Beacons required. Oh boy, this is kicking the hornet's nest. A lot of people have been banned due to maps that feed points. I'm not sure how standards have changed but this can cause a lot of problems. Expect people in the early hours to pick this for the big bonus. Super vague, again. The elevator troll isn't something you're going to win favours for. It's late enough that only experienced players will be alive and it's very uncommon for troll mechanics to be this late into a map, especially when the map offers SIX free top tier weapons at this point already. The ending difficulty is severely undercut if as I understand it the zombie spawn is before the bottom part in this picture. You can barricade the doorway and ignore the interior, minus one dedicated obj monkey. Map needs to be polished a lot but has potential.
  8. The big problem with anonymous voting and muting players is that the power goes to the people on teamspeak all talking about what they want to play next. This sytem is almost impossible to perfect. I'm honestly becoming a big fan of random maps from time to time
  9. Brick textures. Although this hallway has a breakable wall it still seems awkward. Outfit with a door maybe to make it look like a closet? The people who live in this house must have bad bladders. More washrooms than bedrooms. I still get pink textures. Map layout is okay, a bit strong for my taste, but I'm glad you didn't fall into the zs map maker fetish of boxing the humans inside the house. Nice job man.
  10. If all else fails you can clean your computer if it hasn't been cleaned recently...I was getting extreme lag in CSGO months ago. I cleaned my computer, and it was back to flawless quality (mind you it had been several months of no cleaning)
  11. You can reduce the weighting for Y axis spawning, so spawns that are 400 units away on the x axis are chosen over spawns 100 units away on the Y axis. Something like this already exists but is not weighted to that extreme. 90% of troll spawning is below/above.
  12. Re-add survivor dice and make it HG only. Easy
  13. You could make other people's votes invisible.
  14. My two cents about vertigo. One. The very first time v14 was played on HG we won it. If you can't win it consistently, you need to guide your team by mic and cade every spawn. Two. The color is not an issue whatsoever. Step one, vanilla: Step two, mat_colorcorrection 0 in console: The color is not an issue whatsoever, all you need to do is type that command into the console if you don't like it. Spread that around and you'll all like v14 more than v12.
  15. The more you upscale a model the easier it is to get stuck on things...the best solution would be to decrease it's size. I thought it was too large initially because even if it was 2x or 3x the size of a regular one it would easily stand out amongst other zombies.