I'll shmaplefle your shclagorglymorg!

Comment History  (0 - 30 of 5,566)
Templarfreak
Templarfreak 41mins 45secs ago replied:

Eh, good points.

+1 vote   media: Campaign: Additional GDI Mission 06 (V.2) Previews
Templarfreak
Templarfreak 23hours 56mins ago says:

Helper Bots so far are my favorite mechanic, they'll just be insanely useful and they're adorable. =)

+2 votes   news: Changelog Part 1
Templarfreak
Templarfreak Jul 3 2015, 3:27pm replied:

I've watched a playthrough of it, it's such a weird game. XD

+1 vote   group: Anime Fans of modDB
Templarfreak
Templarfreak Jul 3 2015, 3:24pm replied:

This might be some kind of research place. If it was a legitimate city, I'd think there'd be a lot more buildings and vehicles. Or at the very least people walking around.

+1 vote   media: Campaign: Additional GDI Mission 06 (V.2) Previews
Templarfreak
Templarfreak Jul 3 2015, 3:12pm replied:

Heh, sounds fine by me. You can use any of my comments if you like, I don't mind. =)

+2 votes   media: Untold riches
Templarfreak
Templarfreak Jul 3 2015, 3:41am says:

Those bastards!

+2 votes   media: Customers make a mess
Templarfreak
Templarfreak Jul 3 2015, 3:38am replied:

I'm just reviewing the map as-is right here. I not paying any mind to the fact this is a port. This is still a really well-designed map. It just could be better.

+1 vote   media: Map: [3] Canyon Fodder
Templarfreak
Templarfreak Jun 30 2015, 8:17pm says:

Lelrekt

+5 votes   media: True Story
Templarfreak
Templarfreak Jun 30 2015, 3:35pm says:

Dayum, sun.

+2 votes   media: Untold riches
Templarfreak
Templarfreak Jun 30 2015, 2:42pm says:

I feel like the attack paths are long enough without the cliffs right by the bridges.

The left-most spawning location has a way to harass units coming from the right-most most spawning location, from the safety of it's own base. The right-most spawning location also has a way to harass the bottom's units. But the bottom doesn't have as good of an advantage against either player in that.

The attack path of the top spawning position is almost twice as long as the other two spawning positions. Removing those cliffs would make this not so much of a problem, though.

I think that's everything I can figure out. Now, for an actual review:

+Bases are nice and empty, but not too empty. Provides plenty of space for macro-based play but not enough for it to totally dominate.
+Blue Tib fields in base provide means for very quick build-up and possibility for lucrative strategies.
+Easy to defend expansions can help promote longer, more exciting games.
+Wide open ramps reduces turtling and can open opportunities for early aggression, rushes, cheese, all-ins, and timings.
-Bad symmetry. Can provide advantages for one player that other players won't get.
-Red Tib field in the center isn't much worth fighting for, as each player's units will be going through it.
-Attack Paths are very easy to harass, with not much that can be done about said harassing. This is a quality I'd veto a map for.

Neutral Points:
Bridges help make the attack paths equal for all 3 players. However it is most important for the top-most player, which has the longest attack path without using the bridge.
While the blue tib fields are nice, they COULD promote heavy turtling.

About a 6.5/10. Needs some adjustments. The core concept of the map is faulty, but the gimmicks help make it pretty good. If the core would be polished up some, this would be an amazing map.

-1 votes   media: Map: [3] Canyon Fodder
Templarfreak
Templarfreak Jun 28 2015, 2:08pm says:

Idea: Randomly generated maps so there's more interesting places to play in then just the 5 same places all the time. Instead those 5 places could just be tilesets and maps are randomly generated from them.

+1 vote   media: 3.0.0 pathfinding
Templarfreak
Templarfreak Jun 28 2015, 3:05am says:

Boondocks actually borrows a lot of action scenes from other Animes. This isn't the first one I've seen. I think it's cool.

+4 votes   media: Whaaa?
Templarfreak
Templarfreak Jun 28 2015, 2:21am says:

Ah, Mortal Kombat-style gibbing. So beautiful.

+2 votes   media: Vehicles, lightrays, and a guard losing his head
Templarfreak
Templarfreak Jun 27 2015, 8:06pm says:

Does it actually give more Credits?

+2 votes   media: Blue Tiberium Live Video
Templarfreak
Templarfreak Jun 27 2015, 3:59pm replied:

N5 becoming so sassy. XD

+3 votes   media: Yukino's problem
Templarfreak
Templarfreak Jun 27 2015, 3:53pm says:

*Sees first image* Well, I gotta go change my pants now.

+3 votes   news: Weekly Bulletin 27/06/2015
Templarfreak
Templarfreak Jun 26 2015, 5:03pm says:

Is that a Voxel? O.o

+1 vote   media: heavy infantry
Templarfreak
Templarfreak Jun 25 2015, 1:59pm says:

Don't?

+2 votes   media: Main Menu Screen
Templarfreak
Templarfreak Jun 23 2015, 11:31pm says:

Ooh, that looks beautiful.

+1 vote   media: 3.0.0 wip - new superscan
Templarfreak
Templarfreak Jun 23 2015, 5:14pm says:

I have high expectations... This might actually get me super-hyped for MO again if it plays really different from a normal C&C faction.

+1 vote   media: Mental Omega Side 4 Reveal Trailer
Templarfreak
Templarfreak Jun 23 2015, 5:08pm replied:

O.o? How do I use them? I just redownloaded the game about a week ago, and tried pressing every button while in a Devil's Tongue and nothing happened...

(I was on Singleplayer, though)

+1 vote   media: Tiberian Sun: Reborn Testing Video June 13th 2015
Templarfreak
Templarfreak Jun 22 2015, 4:05pm says:

Aaah, finally Sub mechanics. Will Sub APCs work too?

+2 votes   media: Tiberian Sun: Reborn Testing Video June 13th 2015
Templarfreak
Templarfreak Jun 19 2015, 1:45pm replied:

If you notice, the sink is busted too. I think this stall has just been sitting in this condition out of order for a bit, and that guy decided to take a nap there. Probably drunk.

+1 vote   media: People Having a Really Bad Day (Again)
Templarfreak
Templarfreak Jun 19 2015, 3:24am says:

Oh, that's a cool idea. I like it. Tracking now almost purely because of the Nomadic feature.

Never get lost again!

+1 vote   news: How Planet Nomads Differs from Other Games of the Genre
Templarfreak
Templarfreak Jun 19 2015, 3:06am says:

Super sunny! Looks nice.

+3 votes   media: Wallpaper: Shingeki no kyojin "Mikasa ackerman"
Templarfreak
Templarfreak Jun 19 2015, 3:05am says:

Omfg, I ******* love this style immediately. So ******* fluid and colorful. UUUUUUUGH. I WANNA **** THIS ART-STYLE!!

Okay, that's enough of the word **** for now.

+1 vote   media: Kurome
Templarfreak
Templarfreak Jun 18 2015, 3:29pm replied:

Basically, even if it is Fantasy, moving your shield completely off to the side when swinging your sword is just really counter-intuitive. You can still hold that shield infront of you while you're swinging, and moving the shield leaves you vulnerable. This is clearly visible in the Combo x1 animation and the Combo x3 animation. Instead what I'd suggest is similar to how the Combo x2 animation does it, the shield is infront of the character at all times during that animation.

It seems like a really small thing that doesn't matter, but it does make a difference in that it makes the character more believable that they're a trained swordsman.

+1 vote   news: The Untold Legacy DevLog # 03
Templarfreak
Templarfreak Jun 18 2015, 3:15pm says:

Considering this is out in the middle of a body of water, I think there needs to be some kind of insurance policy for it in case something like a storm comes along and sinks the whole damn thing. 12,000,000 credits is quite a lot to spend.

+1 vote   media: Map: [8] Tournament Mega Platform
Templarfreak
Templarfreak Jun 18 2015, 3:11pm says:

Owow. Rofl.

+1 vote   media: 3.0.0... when I mess up with the code...
Templarfreak
Templarfreak Jun 16 2015, 8:32pm says:

That looks kinda like C&C3; style... I don't really like the C&C3;-style Tiberium, it was for all intents and purposes a complete redesign like everything else in that game (Not to say that's bad, a lot of things worked out really well)... I think if you wanted to keep the pointyness, make the pot thing they sit in darker and more noticeable. It'll feel a bit more nostalgic that way but still be unique. As for redesigning the Tib Trees, I'm fine with anything as long as it's not a pit! That is a lot easier to make something really good in because pretty much anything that even remotely looks like a plant or rock works really well.

+1 vote   media: Misc: New Tiberium Graphics
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