khetti wrote:Even a relatively minor flaw in a map can kill motivation, but I am picky
Timothy wrote:That said, I think defrag still has huge potential if it would just go open source. There is currently little to no development going on which saddens me a bit.
ZeeL wrote:Not later than today, on this forum, someone was asking for help with cgaz hud and how to handle staircases. I tryes to help but the best i had to offer was a bit of text and the same answer i always give :"try to check Genesis the Beginning of" on youtube (
/cdtu/xas wrote:-stuff about tutoring and basics and whatnot-
tek* wrote:Coming from someone relatively new and unskilled, I love Defrag. I don't have time to play it as much as I'd like to, and I don't have the attention span to play for hours, but it's a very easy game to launch and enjoy for some time.
The thing I enjoy most about Defrag, aside from the community, is the fact that you can watch yourself get better. You can see visible progress. It's more than just improving time. It's comfort in mouse movements, be it strafe angles or optimal weapon angles. Comfort in movement is one of the biggest challenges. Sure, it is kind of disheartening to watch pro demos and movies and realize that I'll never be anywhere near that skill level, but none the less, it's still a game to enjoy and that really stresses the importance of physics in a game engine. I find myself not playing other games because of shitty physics or lack of fluid movement.
I started Quake 3 way back when it was released. At that time, DA Clan was a Beryllium clan and I joined them. Then, they all migrated over to Defrag. I tried it a bit back then, but was very discouraged because I had no idea how to use the HUD to aid my movements. Instead, I went back to my comfort zone of CTF where I spent the majority of my Quake life learning to railjump CTF 1 with IU physics. After some time, CTF died, and I had no choice but to adapt to Defrag, play .16 TDM (which is littered with bullshit) or quit Quake. I chose to give Defrag a fighting chance. After some guidance on how to use the HUD, I've noticed some decent progress in my own playing, and that's what keeps me coming back.
That being said, some more tutorials on general movements would be nice. Some more explanations of the advance movements for the average players would definitely be beneficial. I'm not one to understand the coding of the game, so a little more procedural help would be great. Or a list of maps that really exploit the move of interest. For example, maps that require a PGB to start have forced me to learn how to do, at least, a satisfactory single PGB and I am now practicing sequential PGBs.
Either way, I don't think that I will ever QUIT Defrag. I may zone in and out of interest, but at the end of the day, some choose Sudoku, some choose Word Puzzles, some choose Call of Duty, and some view Defrag as a puzzle to solve.
It's fascinating to meet and get to know the different people from around the world that unite through this game. Thanks for all of your help and support in this journey.
TittenIgnition wrote:That's one thing that's annoyed me for a while: people continually release content that just sucks. For some mappers, it may just be that they're making maps to learn Radiant. The problem there is that there's no good reason to spam Worldspawn with 30 maps that are literally a fucking room with 10 brushes and 4 entities.
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