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Dec 28th, 2012
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  1. here is a list of EVERYTHING THAT IS WRONG WITH the idea of counterstrike in blockland
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  3. 1: the maps we have are too fuckin small for this shit. blockheads are proportionally waay bigger and fatter then the average human and trying to cram them all into cs_office without modifications is like the happy hour at a donut shop. you will be FULL OF FUCKING FAT PEOPLE.
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  5. MAKE THE MAPS FUCKIN BIGGER
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  7. SKILL WHY ARE YOU SO BAD AT THIS
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  9. actually, you know what? make new maps. like, brand-new, entirely unrelated maps. come up with new themes an shit. it would be SUPER fucking badass to fight on like, an army base that's about to get blown up by terrorists, or on a nuclear oil rig, or on a fuckin SPACE STATION running around on solar panels, holy shit. could you imagine that? do that shit. move away from typical, pansy-ass "ohh ho ho i'm fighting in an everyday situation!" scenarios cause every other game DOES IT BETTER
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  11. _________
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  13. 2: the weapons everyone uses aren't calibrated for high-stakes high-intensity combat. you're using weapons that are designed for long-range (BLOCKLANDY) style combat with lots of projectiles and dodging in a game where everyone fights at point blank and missing the first shot is literally the difference between life and death
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  15. grenades in particular are overpowered due to the radius of their effect (and effective range). if anything, nerf the conc grenade and the stick grenade to do UP TO 75 damage over a small area and mess with the views of everyone caught in the blast. also? make them SOUND like they're fuckin dangerous and people will catch on and realize "FUCK SHIT GRENADES ARE FUCKIN SCARY" and thus will cause them to be tactically interesting AND sound (AND open up opportunities for things like decoy grenades which are explicitly designed to seem like real grenades but just scare you shitless*)
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  17. *these could, also, be rocks.
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  19. 2.5: NOBODY FUCKIN DIFFERENTIATES BETWEEN THE BATTLE RIFLE AND ASSAULT RIFLE
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  21. they are DIFFERENT FUCKIN GUNS
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  23. they are NOT effective within the same areas and within the areas that CSS games are typically played in battle rifles will WHOOP THE ASSAULT RIFLE'S SORRY LITTLE ASS because it does higher damage quicker and chews through ammo like there's NO FUCKING TOMMOROW
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  25. assault rifles, to contrast, are powerful _RANGED_ weapons that do consistent and respectable damage _AT RANGE_ and give bonuses to the first shot in a burst that is only typically useful _AT RANGE_ and fires relatively slowly so the recoil doesn't fuck you up so you can continue shooting _AT RANGE_ at a single target and ACTUALLY KILL HIM
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  27. long story short: BATTLE RIFLES ARE THE FUCKIN SHIT AND YOU'RE GIVING THEM TO _ONLY ONE TEAM?_
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  29. 2.75: WEAPON DIFFERENTIATION
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  31. DON'T FUCKING DO THIS SHIT
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  33. if anything, use SKINS. give the terrorists ONE gun and give the cts a SKINNED version of THE SAME GUN. that should be fine, with the exception of skinning the combat shotgun and the riot shotgun: these weapons are markedly different and this SHOULD BE FUCKING NOTED so DON'T TREAT THEM AS THE SAME GUN. you will FUCK UP THE BALANCE. offer them both instead.
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  37. 3: the block- suffix
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  39. seriously. is this the best you can come up with? hurr hurr blockostrike blockocombat blockbox counterblock FUCK you and EVERYONE you know there are SO MANY MORE PUNS and interesting plays on word that are appropriate to _BLOCK_land (AND THAT'S THE ONLY APPROPRIATE USE OF THE SUFFIX BECAUSE IT IS _IN THE NAME OF THE OFFICIAL GAME_). seriously this is a fucking gold mine. you've got construction puns, firearm puns, war puns, plastic puns
  40.  
  41. you know what? here's a fuckin freebie
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  43. plastic-strike
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  45. there
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  47. there is a SLIGHTLY MORE ORIGINAL title. do not use that shit because it is admittedly awful and people can do WAY fucking better
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  51. 4: blockland is designed as a dodgey, jumpy kind of game. counterstrike is DISTINCTLY NOT. note that we can, in fact, jump MORE THEN OUR VERTICAL HEIGHT. note that combat in blockland is made different from other games by the fact that EVERYONE JUMPS ALL THE FUCKING TIME. the projectiles are VISIBLE and DODGEABLE if you put your mind to it with only specific guns being unavoidable and they're all FUCKIN HITSCAN. blockland's combat is DEFINED by DODGING
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  53. COUNTER STRIKE'S ISN'T
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  55. THIS IS A _MAJOR FUCKING ISSUE_
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  57. if you're gonna make a DIRECT COUNTER STRIKE CLONE you are barking up the WRONG FUCKIN TREE cause the directions of the two games are DIVERGENT as SHIT. blockland is an ARENA SHOOTER: counter strike is a TACTICAL shooter. you can HAVE a tactical arena shooter, but not by FORCING TACTICAL SHOOTER GAMEPLAY OVER AN ARENA SHOOTER GAME. if ANYTHING, you should be ADAPTING concepts counter strike gives you, modifying them to be DIFFERENT AND MAKE SENSE WITHIN THE CONTEXT OF AN ARENA SHOOTER, THEN playtest it and MAKE SURE it's BETTER then both source games
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  59. this is called PROGRESSION
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  61. game design is BASED AROUND THIS SHIT and you're JUST MOOCHING OFF COUNTER STRIKE'S SUCCESS
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  63. like i said: my advice? come up with something NEW (but spiritually SIMILAR) to the original concept WITHOUT FALLING INTO THE TRAPPINGS THAT THE ORIGINAL CONCEPT FELL INTO or falling for issues that would COME UP from the transfer from one game engine to the other
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