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Broodwar: ASL Season 5 has begun (1 comment)
Posted by M1zzu @ 17:29 CDT, 11 March 2018 - iMsg
Today the fifth season of the Afreeca TV StarCraft League (ASL) in competitive Starcraft: Brood War has begun. Games of the Ro24 Group A were played at 04:00 CST.

The return of ASL marks the second season of play in StarCraft: Remastered and you’ll be able to enjoy every minute of the action on the English stream: http://www.afreeca.tv/afasl

ASL Season 5 will run for ten weeks, with games scheduled every Tuesday and Sunday at the Freecup Studio. The round of 24 will be held as a single elimination dual tournament. The twelve players that emerge victorious from the round of 24 will be joined by the top four finishers from ASL Season 4 in the round of 16 for Season 5. The round of 16 will also feature the single elimination dual tournament format, while the semifinals and finals will be best-of-five, single elimination.
From Starcraft.com

The round of 24 will take till the end of march. See the schedule linked below.

Links:
Groups and schedule.
English VODs of day 1. Game 1 starts @ 29:40. Notice how there's an island map played in competition. That's apparently rare these days.
Teamliquid thread about games played today.
/r/broodwar: ASL 5 compiled Links.
Overview, portraits & ranking of players on teamliquid.net.

There have already been qualifiers during february. Teamliquid Thread (featuring english VODs)
Edited by M1zzu at 17:37 CDT, 11 March 2018 - 3317 Hits
Setting to disable youtube embeds (6 comments)
Posted by M1zzu @ 03:51 CST, 10 February 2017 - iMsg
Hi

Would it be possible to have a setting that replaces youtube embeds with a simple link? Any substantial amount of embeds makes threads load a lot slower.

So if other people do a thing with the [ youtube=... tag, instead of



I would like it to display on my end as

https://www.youtube.com/watch?v=aB0oHzpBOVs

or maybe even

Youtube: CS:GO - Humpen clutch double-kill with the AWP vs AliGon
Edited by M1zzu at 03:52 CST, 10 February 2017 - 5410 Hits
Sonics gif source revealed (6 comments)
Posted by M1zzu @ 16:55 CDT, 29 October 2016 - iMsg
=======>>> http://www.gifcities.org/#/ <<<=======


Go nuts.
Edited by M1zzu at 17:07 CDT, 29 October 2016 - 4401 Hits
Midair. Tribes-like FPS. 100k$ KS funded (12 comments)
Posted by M1zzu @ 14:09 CDT, 28 July 2016 - iMsg
From the website:
Midair is an extremely fast paced first-person shooter from Archetype Studios. The game features high-flying freedom of movement, physics-based weaponry, and player choice. Fans of FPS-Z games will feel right at home, while players new to the genre will experience a challenge that breaks the mold of traditional mass-produced shooters.

Essentially, it's a proper successor to old school Tribes made by Oldschool tribes veterans (I think). For the unknowing, this means it's an FPS with big open maps that players traverse at tremendous speeds with jetpacks. People shoot each other with projectile weapons (think RL, GL and PG), and the main gamemode is CTF. Full blown 10v10 CTF also involves bases, turrets, inventory stations (where you gear up), maybe vehicles, generators, indoor combat and so on and so forth. But the flag is the main objective.

It seems the community (obviously full of tribes veterans) currently mainly plays an LT like gamemode (LT means Light Tribes). It's 5v5 CTF, no items to pickup, no inventory stations etc.. Just CTF. You spawn with full health and guns (like CA). 3 people from your team start routes and fly across hills and so on, picking up speed, and then attempt to grab the enemy flag. 2 stay at home to defend the flag.

Kickstarter: https://www.kickstarter.com/projects/archetypestudios/midair
"1,354 backers pledged $128,416 to help bring this project to life." (that was like three weeks ago)
Already got greenlighted as well, meaning it's coming to Steam.

Website: https://www.playmidair.com/
Reddit: https://www.reddit.com/r/Midair/ (lots of content gets posted there)
Kickstarter Trailer: https://www.youtube.com/watch?v=O3wj6AGIKrc
Casted LT (Light Tribes) pickup from their 48-hour stream: https://www.youtube.com/watch?v=AbSFVpi24Ig
1-hour gameplay Q&A during same stream: https://www.youtube.com/watch?v=6vBHJ916bG4

Fragmovies (they call'em Montages):
https://www.youtube.com/watch?v=1VR-BxDVlf0
https://www.youtube.com/watch?v=z11FntuxALs
https://www.youtube.com/watch?v=ne9ph12wNWU
https://www.youtube.com/watch?v=eYB6Fz9jWXI
(there's many more. the amount of content the small community around this game has put out so far is astonishing)

Player recorded VODs from pickup games:
https://www.youtube.com/watch?v=dxb7bhE90Rw
https://www.youtube.com/watch?v=OA2-NMKhSK0
https://www.youtube.com/watch?v=YRcYxgkDro0

Fast: https://webm.lol/v/1z18ae9076.webm

Tbh, in terms of quality/efforts/competent-devs/what-the-community-always-wanted™ and so on, this looks to be the Tribes equivalent of Reflex, and at least as good, if not better.
Edited by M1zzu at 14:40 CDT, 28 July 2016 - 3260 Hits
How to Campaign for President (3 comments)
Posted by M1zzu @ 13:07 CDT, 21 May 2016 - iMsg
[[[ Epilepsy warning ]]]

1570 Hits
Apparently Q3 had an official soundtrack (8 comments)
Posted by M1zzu @ 13:52 CST, 11 January 2016 - iMsg
AND IT'S FUCKING BADASS HOLY SHIT

3725 Hits
Some interesting viewpoints (No comments)
Posted by M1zzu @ 16:03 CST, 6 December 2015 - iMsg




Edited by M1zzu at 16:04 CST, 6 December 2015 - 1328 Hits
Reflex 0.36 is out (184 comments)
Posted by M1zzu @ 13:28 CDT, 17 August 2015 - iMsg
Forum thread with full changelog etc.

Most important changes:
- Actual Weapon models
- Tons of assets for mapmakers
- Editor UI is now scriptable as well, and features a nice content browser for quickly inserting assets etc.
- Lots of other technical changes

What can be done:
Edited by M1zzu at 13:29 CDT, 17 August 2015 - 38291 Hits
Crazy Image-Recognition-Software (No comments)
Posted by M1zzu @ 12:12 CST, 19 November 2014 - iMsg
NYT article: http://www.nytimes.com/2014/11/18/science/res....html?_r=1

Tech paper: http://cs.stanford.edu/people/karpathy/deepim...isagen.pdf

So, basically these dudes/dudettes used a software structure that mimics the human brain (neural network) and threw images and language at it, and the resulting program can see what's on a normal everyday photograph and put it into words (after it has been fed a (surprisingly low) amount of example images+descriptions so it gets the gist of what this is about).
1414 Hits
Carmack not at QuakeCon (2 comments, locked)
Posted by M1zzu @ 07:19 CDT, 13 June 2014 - iMsg
https://twitter.com/ID_AA_Carmack/status/477095755564318720

Discuss.
Who went and listened to the keynote in the past few years?
Can him not going be related to the lawsuits between id and Occulus?
Locked by Teen Queen at 09:33 CDT, 13 June 2014 - 1103 Hits
Arena FPS Devs: Implement this gamemode (No comments)
Posted by M1zzu @ 16:40 CDT, 29 May 2014 - iMsg
Hello
So, I wanted to write a nice introduction here about how Multiplayer gaming sucks nowadays, good shooters (i.e. Quake) are dead, CS is the only popular FPS at the moment, yaddayaddayadda, but you all know this already, so I'll get straight to my idea/suggestion. What I basically propose is, that someone makes a Quake gamemode that mimicks the multiplayer part of the 1998(I think?) Playstation 1 game Future Cop. The mode I'm talking about is called Precinct Assault in the original game. Someone please do this, because it's awesome.

Wtf is it about?
See this vid for a basic idea, takes about 20 minutes, the guy explaining it does an okay job I think: https://www.youtube.com/watch?v=-ny4mp_ZVQw (gameplay starts at 6:15. There's an explanation from 1:30 to 5:30, which I find very good and is probably better than the huge wall of text below)

So, if you watched the vid, you will have realized, it's kind of like a duel mode for Dota, in the sense that you need to get your units into the enemy base to win and that there are towers/turrets that shoot at things. Well yeah, it is like that, except better in any way, because it doesn't have all the bullshit like champions, leveling, builds and all the crap that's in DotA/LoL.
Instead, the depth arises from items, turrets and other stuff on the map, and a simple (in concept) resource system, just like Quake. That's the best thing about it, all the ideas are very straight forward while still allowing for huge amount of depth, which is what we should look out for IMO. A Quake style adaption would basically lay all these new concepts with a completely new winning condition over the normal duel gamemode that we arleady know.

Here is how I would imagine the mode to work in a Quake adaption (a lot of this is basically explained in the video):
First off you spawn inside your base with a weapon like the MG or so. Then you move out of your base onto the map where other weapons, armor, health and all stuff like that is located. These things will respawn after a certain amount of time, and if you want, time them. Like normal Quake so far.
But when moving out, you also see a turret on the map that you can claim. You do, and now you have a turret that will shoot at enemy units. Yay. You go and claim some more turrets and get a point every time you do so. The enemy has also got himself some turrets which open fire on you, you destroy some of those and hey, you get points for that as well. Not only that, but the turrets you destroy respawn after a certain amount of time as neutral, you claim them which gives you points again. If you destroy multiple turrets in a row, you can time their respawn and setup a little "turret claiming cycle" similar to how people are cycling armors in QL. If you see the enemy destroying your turrets you can time those as well and be there when they respawn, so you get the points, and not him. If he wants the points, he'll need to destroy them again, which costs him time and ammo. Good movement is rewarded, because you need to be everywhere at the same time, and the maps aren't small by any means (as can be seen in the vid).
Turrets, points. Simple idea, hard to execute, because there are also Armors and MHs spawning and the other player is creeping around somewhere and will happily try to shoot you, since fragging players gets you points as well. These points are taken from the enemies points pool, so if you're a combat beast, just ignore the turrets entirely and focus on stack+fragging.

What are points actually for?
You need points to spawn units from your base and to claim outposts. Outposts are useful, because they have respawning turrets which automatically belong to you (not sure if they give the enemy points when destroyed). If you want, you can also spawn units from these outposts.

What are these units?
There are tanks and choppers. To talk in DotA terms, tanks are your creeps, i.e. they will move towards the enemy base along predefined route. But unlike DotA, there isn't just a constant stream of them moving towards the enemy base. Instead you need to spawn them from your base for points at the right moment. Choppers are spawned just like tanks, but they are defensive units and will shoot at anything in range. You also have some base turrets.

GETTING A TANK INTO THE ENEMY BASE IS THE WINNING CONDITION. These things are made out of paper, so you might need to walk before them and destroy anything in your path, especially the enemy player might be able to just plow through them. Tanks will claim neutral turrets for you (=points) and shoot at anything they meet on their way (=even more points). Depending on the map, there might be multiple routes the tanks will follow.

So:
Spawn, get weapons and stack, claim neutral turrets, shoot enemy turrets, time and reclaim freshly spawned turrets, frag the opponent, grab an outpost when you have enough points, defend the health/armor pickups, wear the enemy down, don't let him get turrets, get into your base and spawn tanks, clear the road for them, get a tank into the enemy base, and win.

I think this would be really cool.
Edited by M1zzu at 16:58 CDT, 29 May 2014 - 2590 Hits
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