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Old 10-29-2007, 07:51 PM   #31 (permalink)
 
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Re: de_forest

The one thing that i find a little stupid is the fact that you can see a guy as plain as day and try to shoot him. But there's a rock in front of him that you can't see since it's faded out.
Is there some sort of console command that can help get rid of the fade with the scenery.
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Old 10-29-2007, 07:55 PM   #32 (permalink)


 
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Re: de_forest

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Originally Posted by Sir-Nerd View Post
The one thing that i find a little stupid is the fact that you can see a guy as plain as day and try to shoot him. But there's a rock in front of him that you can't see since it's faded out.
Is there some sort of console command that can help get rid of the fade with the scenery.
That's built into every model and if they made a command it's probably cheat protected since it would allow you to set model fade lower than other people and give players an advantage. This might also change with different graphics setups as well.

If this is a continuing problem though we'll look at the validity of having the map on the server. I personally haven't played it enough to see much of it yet but I know that wouldn't be very much fun.
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Old 10-29-2007, 08:44 PM   #33 (permalink)
 
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Re: de_forest

I don't think I've ever experienced that.
Maybe because I have my graphics set higher than you? No idea.

You guys are going to use Forest for the last map on the tourney, aren't you? Blar.
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Old 10-29-2007, 10:02 PM   #34 (permalink)
 
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Re: de_forest

The view distance of objects and terrain is the same irregardless of my settings.
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Old 11-02-2007, 09:49 AM   #35 (permalink)
 
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Re: de_forest

Last night I was playing with someone on CT, i dont remeber who now but he said that none of the trees or rocks rendered for him so he could see the whole map, but when he went to shoot at someone his shots would often hit trees he couldnt see. But if your using a silenced M4 missing isnt a huge deal
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Old 11-02-2007, 12:01 PM   #36 (permalink)
 
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Re: de_forest

I just wanted to touch on the flaws of any plan that involves CT's camping in the middle with their entire team to react to plant. This sounds good in theory...but...how will you know WHICH bombsite the bomb is at if you have nobody watching either? I'm with Spar on this...it's not very objective-minded. Now if you have a full team you can afford to keep a small force in the middle to react to the plant...but you need a guy or two at each site to identify the bomber and the plant.
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Old 11-08-2007, 09:11 PM   #37 (permalink)
 
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Re: de_forest

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Originally Posted by .tritone. View Post
I don't think I've ever experienced that.
Maybe because I have my graphics set higher than you? No idea.
I have everything set to the highest settings possible. Except for the resolution.
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Old 11-09-2007, 01:35 AM   #38 (permalink)
 
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Re: de_forest

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Originally Posted by TheU View Post
Last night I was playing with someone on CT, i dont remeber who now but he said that none of the trees or rocks rendered for him so he could see the whole map, but when he went to shoot at someone his shots would often hit trees he couldnt see. But if your using a silenced M4 missing isnt a huge deal
Yeah that was me. I had alt-tabbed (something had dinged in teh background - forget what). I come back and all I see is the grass. No trees. No rocks. No logs. So I could see EVERYTHING! YEAH! Then I tried to walk. OUCH! HEY! stupid invisible objects! A T! I shoot him! ROCK! DANG IT!

It was interesting... after that round ended, I disconnected and reconnected so everything was back to normal. It was weird, but I could only let myself do it for one point... more than that would be totally cheating.

And I have everything at highest setting, including resolution.
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Old 11-18-2007, 05:07 PM   #39 (permalink)
 
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Re: de_forest

Assault -
Can you turn forest into a hostage rescue map?
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Old 11-18-2007, 06:05 PM   #40 (permalink)
 
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Re: de_forest

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Assault -
Can you turn forest into a hostage rescue map?
OMG, that is a GREAT idea!
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Old 11-18-2007, 06:30 PM   #41 (permalink)
 
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Re: de_forest

Our best bet would be to ask the original author to see if he'd like to make a CS one. Trying to convert a bombspot to a hostage rescue zone usually doesn't work through Entspy.
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Old 11-18-2007, 11:50 PM   #42 (permalink)
 
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Re: de_forest

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You guys are going to use Forest for the last map on the tourney, aren't you? Blar.
I sure as heck hope not...
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Old 11-19-2007, 01:59 AM   #43 (permalink)
 
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Re: de_forest

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You guys are going to use Forest for the last map on the tourney, aren't you? Blar.
Absolutely impossible.
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I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
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Old 01-02-2008, 06:18 PM   #44 (permalink)
 
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Re: de_forest

This is my favorite map in all of CS:S. I love the maps that incorperate the concept of guerilla warfare and this map does the most. I really get annoyed with all the complaining about that it's too hard for the T's but you have 7 minutes people, there is no need to rush. What I like to do is post up behind something with a kreig and scope out the area for any movement. That is what needs to happen, have some T's post up ahead and scout out the area with scoped weapons before the bomb and others move up. also, if possible have the scout end up on the river side to stop any ct's from crossing from whichever side when they get calls for backup.
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Old 01-02-2008, 06:45 PM   #45 (permalink)
 
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Re: de_forest

the thing i dont like about this map is that the CT have a perfect view of the T if they wanted to go to the right (the t go right to that bombsite.. i forgot which site it is) and more times than not the CT push 3/4 the way up the river, so that if the T move 100 feet to either bomb site, they are succeptable to a 'tactical flank' YES i know there are no boundaries, but the CT have it fairly easy by not going to T spawn per say, but blocking every bottlenecked exit from their spawn... its not a very good map imho
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