https://linktr.ee/themastry
Everything is buggy and everyone is buggy
and you have to accept that to some extent or find the golden mean
Everything is buggy and everyone is buggy
and you have to accept that to some extent or find the golden mean
players don't report exactly what's going on, and mappers have their own beliefs and god complexes
and above all, everyone is locked in their own bubbles
players don't report exactly what's going on, and mappers have their own beliefs and god complexes
and above all, everyone is locked in their own bubbles
Then I was attacked by his bubble, “Who in their right mind plays without skins and at 70% brightness?” discussion about different monitor settings and player preferences has been moved to % statistics
Then I was attacked by his bubble, “Who in their right mind plays without skins and at 70% brightness?” discussion about different monitor settings and player preferences has been moved to % statistics
it reminded me of the Palacio map in CS2
I wrote to the creator that the gray walls are similar in color to the default CT skins (read alt text)
The creator replied, “You're the first person to complain about that.”
it reminded me of the Palacio map in CS2
I wrote to the creator that the gray walls are similar in color to the default CT skins (read alt text)
The creator replied, “You're the first person to complain about that.”
or that many mappers are surrounded by their own bubble
or that many mappers are surrounded by their own bubble
And I'm not surprised by the players. Sometimes I see some interesting maps made by people who have a lot of experience and have big holes that make it easy to get outside the map
And I'm not surprised by the players. Sometimes I see some interesting maps made by people who have a lot of experience and have big holes that make it easy to get outside the map
not quantity but quality
It's good to receive and listen to feedback from casual players, but it's also good to have feedback from more advanced players
and that's still not enough
that's part of gamedev
one small thing can make huge damage
not quantity but quality
It's good to receive and listen to feedback from casual players, but it's also good to have feedback from more advanced players
and that's still not enough
that's part of gamedev
one small thing can make huge damage
Why do I HAVE TO LOOK for selectively chosen players to play with in every multiplayer game so that I don't feel like I suck or HAVE TO DO everything for the whole team?
Why do I HAVE TO LOOK for selectively chosen players to play with in every multiplayer game so that I don't feel like I suck or HAVE TO DO everything for the whole team?