I want some older maps to be a thing. Well, until people start bitching like they will and want them removed. Freight, Yukon and some others come to mind. Fun maps, but good luck with that now.
Account Details | |
---|---|
SteamID64 | 76561198032857178 |
SteamID3 | [U:1:72591450] |
SteamID32 | STEAM_0:0:36295725 |
Country | Pirate |
Signed Up | July 23, 2012 |
Last Posted | March 25, 2019 at 7:24 AM |
Posts | 5130 (1.1 per day) |
Game Settings | |
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In-game Sensitivity | 1.6 |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280x1024 |
Refresh Rate |
75hz |
Hardware Peripherals | |
---|---|
Mouse | Deathadder 3500 |
Keyboard | Dell |
Mousepad | Puretrak Talent Large |
Headphones | Panasonic |
Monitor | acer 75hz |
Process now is ultimately a lot better than the previous version, but boy oh boy, I do miss the water.
snackswhats sad about 4 black men driving a car off a cliff?
THEY WERE MY FRIENDS
this reminds me of a time when i was a young child and living in cali and driving down a freeway. for some reason the side of the road had no guard rails and the freeway was pretty elevated. these two vehicles a lane over were swerving from lane to lane as if the one in back was trying to pass but the one in front wouldn't let it.
eventually, one of the vehicles managed to drive off the cliff. i'm not sure what ultimately happened to the person or people in the vehicle but my mom stopped on the side and used a phone connected to a support beam to call 911. when she got back in the car, i was crying heavily. she asked me why i was crying and i yelled, "THEY WERE MY FRIENDS!" i didn't even know them, much less why i even said that.
it's depressing to remember, but it's incredible how similar my experience is to your joke.
1. You shouldn't try to make a smooth using a demo from an actual game. Any time your character model jumps in the demo, your screen will bounce during smooths. You should also really keep the keys in the smooth the same amount of ticks apart. I used to do it with this method: starting_tick_first_camera_key -> skip 50 ticks -> add_new_camera_key -> repeat.
Of course, that method isn't the best when you want to smooth specific things, like following the character model of another player. Though honestly, even though I know how to smooth in TF2, I 100% prefer re-enacting scenes and creating smooths in SFM when applicable. It's so much simpler and easier. Made a mistake? You can go back and fix it with ease. I still suggest learning how to smooth properly in TF2 though. Some times SFM can't save you.
The reason why I suggested keeping the camera keys the same distance apart is so you don't force the camera to move one speed for a moment and then suddenly go to another position uncomfortably quick. It hurts to look at and won't please anyone if you keep doing it. Though you may want the smooth to match the song, which is possibly why you sped it up. That's fine; everyone has done it. What you want to do though, is that your smooth, put it in Vegas and slow it down there. Now you're going to want to slow it down or speed it up. Right click the video file (the smooth) and select "Insert/Remove Envelope", followed by "Velocity". This is the absolute best method for slow motion. Cutting up the video file and click+dragging to speed it up/slow it down causes ugly visual problems and should never be used.
You'll see a green line directly in the center of the video file. If you click* anywhere on the green line, a green box should appear. Once the video hits this specific frame, this is where the slow motion or fast forward will occur. Click on the green box and drag it down for slow motion and up for fast forward. You never want to go below either 0% or 1%. I can't remember which. Whatever value it is, if you go below it, the video will, instead of slowing down or speeding up, actually reverse. You don't want that. I believe I used to set it anywhere between 3% to 10%. Sorry, but I can't remember that either. What I do remember is that there is a percentage between 3% and 10% where you notice a sudden increase in slow motion. Find your fine line and use it. Of course, this percentage may change depending on how you want the smooth the flow.
In order to stop it from being in slow motion or from fast forwarding, create another green box and drag it back to the center. You will now have a "v" or "^" shape in between the green boxes. This is the timeline in which the slow down/speed up occurs. You can move the green boxes left or right to make it happen sooner/later and end sooner/later.
* - It's either left or right click. I really hope I'm not forgetting this too. Forgetting really doesn't help someone trying to learn.
2. No - just take your time with your editing and stop trying to rush videos out for people to see. I'm not really the best person to tell you that as I've done the same thing too many times, but it's advice you should take.
3. The best color correction is not using any color correction, or at least, very minimal color correction. The plugins you want to mess around with are Levels, Brightness & Contrast, Color Curves (might just be Curves) and HSL Adjust.
TF2 frag videos aren't drowning in colored tint anymore and so, there's no reason to do it either. As I said before, you want to complement the game's natural coloring, not forcefully change it. Trust me. Making the game's natural colors look better is much more satisfying to look at than a video tinted red, green, blue, yellow, whatever.
spac3yo mama so fatShow Contentwe are all concerned for her increased risk of cardiovascular disease
why does michael j. fox make the best milkshakes?
what do you call a black man on the moon?
Why don't ants go to church?
Sh4wn__its basic rollout, not perfect invite rollout.
putting a sticky on the support beam isn't an invite rollout
But anyway, I'm hoping this game, if not the others, ends up actually doing well.
vilefragga was a god.
Here is some more info about the game -
Classic FPS arena action
FRAG LIKE IT'S 1999: TOXIKK plays as if today's military shooters never existed. The game combines the simple and intuitive mechanics of old-school FPS giants with a fresh setting, slick graphics and our vision to carefully evolve the genre with some new ideas elaborated with Arena-FPS enthusiasts.
Designed as a spiritual successor to the fast paced arena shooters of the late 90s and early 2ks, there is no leveling, no skill-trees, no perks, no cover systems, no classes, no configurable weapons and no iron sight aiming.
Instead you get fast and precise movement (with deeply configurable mouse controls), double jumps, dodge jumps, booster pick-ups, nine iconic WEAPONS to be carried around simultaneously, secondary fire modes for every weapon, vehicular game modes, jump pads, health-packs, lots of vertical gameplay, optional mutators (incl. instagib) and everything else that made these kind of games so addictive. And if you want to practice your skills offline, TOXIKK also features a configurable BOT MODE.
Players being equal
After each death, you respawn with a melee weapon and a basic pistol. All other weapons are to be picked up while you play. Character customization is of cosmetic nature only.
However, unlike the shooter giants from the past, TOXIKK features an XP and a bounty system. The XP system and its associated ranks are used for reputation purposes, for our match-making algorithms and to unlock new skins, but they do NOT change the stats or the abilities of your character. Your rank will show other players how experienced and skilled YOU are (rather than showing the experience level of your game character).
Quick note concerning the last paragraph - Isn't that just a type of progression system? lol
Not being F2P
We believe that "classic Arena-FPS" and "Free-to-Play" (F2P) don't go well together. A true arena FPS requires all player characters to have equal stats and the availability of all weapons to everyone. Always! The skill of a player should be the only deciding factor about victory or defeat. Allowing players to buy different (i.e. better) weapons or to permanently boost their stats does totally contradict the idea of classic arena FPS gaming in our opinion.
Maps
CLASSIC MAPS offer very fast-paced gameplay in small to medium-sized maps for up to 8 players, while MASSIVE MAPS feature more strategic gameplay in bigger environments for up to 16 players. Vehicles (gliders, attack-bombers, hoverbikes and other ground vehicles) are exclusively available in Massive Maps.
If you don't want to play with vehicles, it will be 4v4.
User generated content
All registered players can apply for a FREE SDK to build own maps, characters and skins etc. for TOXIKK. We will put up a web page as a central hub for user generated content on TOXIKK.com. Players may vote user-generated content to be made available through this hub. All content on this hub will be offered free of charge. The whole process will be handled through our forums.
Designed for PC
We believe that shooters are meant to be played with mouse and keyboard. That's why TOXIKK is exclusively designed for PC. At this point, we do not intend to port the game to any other platform.
Weapon Info - http://toxikk.com/weapons/
To be completely fair, the trailer was somewhat poorly done I feel. Whenever an actual trailer is released with more detail, a lot of questions and/or concerns may be addressed.
It also seems like a few people are missing the part where vehicles are mode specific.
freakinnever really been into vehicles in shooters
optional game mode(s)
...Isn't ultiduo a combo's king of the hill?