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TheDentist

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Posts posted by TheDentist


  1. Never tell your password to anyone.

    1:41 PM - SG | HaV_KaSSaR: faggot

    1:33 PM - SG | HaV_KaSSaR: FAGGOT

    1:34 PM - SG | HaV_KaSSaR: im so mad

    1:34 PM - sG | The Dentist, DDS: buy a mic

    1:34 PM - SG | HaV_KaSSaR: guess what

    1:34 PM - sG | The Dentist, DDS: got wrekt

    1:34 PM - SG | HaV_KaSSaR: youre such a badmin

    1:34 PM - SG | HaV_KaSSaR: you dont even respawn

    1:34 PM - SG | HaV_KaSSaR: so bad

    1:34 PM - SG | HaV_KaSSaR: so bad

    1:34 PM - SG | HaV_KaSSaR: just wait

    1:34 PM - sG | The Dentist, DDS: lol

    1:34 PM - SG | HaV_KaSSaR: till i get like

    1:34 PM - SG | HaV_KaSSaR: SO

    1:34 PM - SG | HaV_KaSSaR: or Staff

    1:34 PM - sG | The Dentist, DDS: don't play ct without a mic if you're gonna get all butthurt ;-)

    1:34 PM - SG | HaV_KaSSaR: dude

    1:34 PM - SG | HaV_KaSSaR: dude

    1:34 PM - SG | HaV_KaSSaR: ur bad

  2. I think I played a total of 13 competitive matches and got ranked in 3 stars

    should be higher :(

    dude i played like 10 games lost like 5 and was placed in global elite

    you're placed where you're supposed to be, brah

    I only lost 3 games, and it put me in a low rank. Not saying it's bad, but I should have at least got to the next step past the stars.

    I can get past it easy because matchmaking is a joke compared to playing with people who are competent. Not to mention I carried most the games I played, except for 3(WHICH I LOST LOL)

    How does their ranking system work? If it's KDR based that is full of lulz.

    why wouldnt the ranking system for your placement matches be based off of kdr? after you are placed, it's based off of wins. if you blow cock after placed (or you just cant win), you tank in ranks. pretty fair if you ask me

    Because I was positive dropping 25+ kills almost every game, and still got ranked in 3 stars. Just silly imo lol

    It's all based on wins and losses, not your individual score in those games


  3. I looked at the video length, catagorized my songs by length and choose to have the end of the video song free, so you can hear me berate waffles. Luckily we ended up winning that match, but barely haha. In the end I cut out another thirty seconds of the video and then just chopped off the first thirty seconds of the song rather than find a new song


  4. My initial impressions (one round of each):

    Firstly, almost all of these maps are made for classic casual in that there is almost no way they'd become competitive maps. They're too massive, so many entry points and back entrances and secret passages. Not optimized for fast gameplay, lots of prettiness that would distract from seeing around corners and stuff, tons of cheap places to hide and camp, etc etc. Kind of like jb_jungle, haha

    Museum - Absolutely gorgeous map, and huge. I spent a lot of time trying to get on top of the T-rex in the entry room rather than rescuing hosties, but w/e. I think it could be a cool DE map considering it's theme, but it's alright. Two main entrances with alternate routes. I was most impressed with the aesthetics of this map, especially all the work that went into the 3d skybox and background.

    Library - Fucking stupid and terrible map. Each team starts at one end of the library, the library itself is just a maze of bookshelves and tables. Extremely cramped and the bombsite is the entire library room. So essentially Ts can immediately plant and hold the corner they plant in, or run around in the maze, plant, and see if the CTs can find it in time. Imagine the gg_baggage map with ONLY the upper room (no side rooms or basement), add a bunch of books and make the whole damn thing a bombsite, and you have library.

    Favela - DE map with tons of streets, though it's one of those DE maps where the CTs spawn in one of the sites (think de_dust, ~de_aztec), which I think would make most Ts and CTs play "race to A site" like in de_dust. Complaints I heard from people on the server who had played it before is it is sniper heavy with lots of long streets to snipe down and control sectors of the map. Aesthics of a dirty jungle/S. American shantytown, why the fuck are CTs defending sites in this place? Maybe hostages would make more sense

    Thunder - James Bond's famous dam map in goldeneye comes to mind. Really cool idea, fucking MASSIVE map with probably 20 different stairwells to get lost in. EVerything connects to everything and there are probably 30 ways to get to the hostages. They even have a vent system. The map could probably lose the entire outside portion (top edge of the dam) to play more evenly, but that's the 'coolest' part. Outside quickly becomes sniper vs sniper, while everyone else funnels into the bowels of the dam into the turbine room and control rooms to compete for hostages in closer quarters. The hostage room itself is a massive (like 4 story) control room with lots of boxes, vents, and shit to hide behind. Good luck CTs if the Ts decide to camp that room. Another issue is timing. Considering how massive the map actually is, it might be hard to run back with a hostage in under a minute if you had to. I did have a 6K ace with a 4K clutch on this map though, so I'm biased because I'm so awesome.

    Seaside - Probably my favorite and the most balanced map on the rotation. One glaring problem though is the cutthrough on mid. CTs spawn closer to the mid corridor than the Ts and once a CT gets an awp it's easy pickings. The Ts must cross the mid door to get to Site A, so they're either wasting smoke at the very beginning of the round or trying to avoid getting picked off. If the map maker moved the door or put something in the direct sight line this map could actually make it in a competitive rotation I think. Lots of cool cut-throughs from different sites, balconies and camp spots. Each bomb site has 3-4 entrances for retakes, lots of places to be looking. It's also one of the smaller maps in the rotation which would allow a 5v5 to be more manageable.

    Motel - Cool idea, 70s era motel. So many doors, and all the rooms are enterable from the back door and the front door. Hostages spawned in the motel while the Ts were behind and the CTs were in front, which meant you had to race to the hostages to get ready as a T. Unlike most hostage maps where you spawn nearby the hostages and can wait for the CTs, this creates an advantage for CTs since you aren't set yet. Close quarters in the back alleys and stairwells, while the front parking lot is wide open for someone who gets their hands on an AWP. Map would play different based on where the hosties spawn (rooms closer to Ts or further from Ts spawn), but I only saw one spawn so I'm not sure what the other options are.

    Downtown - Only got to play half a round on this map but I liked it. Two major choke points, the main entrance to the skyscraper and a side loading dock entrance. There is also a ladder from the loading dock that takes CTs to the second floor emergency exit. That was the most frequent point of entry. The main door is huge and all glass in a large atrium, exceedingly dangerous to try to enter that way. This is probably the #2 map for balance and potential comp play IMO.

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