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Showing content with the highest reputation on 06/15/2020 in all areas

  1. 5 points
  2. Hey , i came up with a competition made for Zombie lovers Prizes : TOP 1 : V.I.P ( In server ) , 2K Devils coins , Cs 1,6 Steam TOP 2 : V.I.P ( In server ) , 1K Devils coins , Cs 1,6 Steam TOP 3 : V.I.P ( In server ) , 750 Devils coins So if you're interested visit this link :
    5 points
  3. People Who Call me A scammer smh Here are some of my Biggest lost in Casino
    4 points
  4. Hey , i came up with a competition made for Zombie lovers Prizes : TOP 1 : V.I.P ( In server ) , 2K Devils coins , Cs 1,6 Steam TOP 2 : V.I.P ( In server ) , 1K Devils coins , Cs 1,6 Steam TOP 3 : V.I.P ( In server ) , 750 Devils coins So if you're interested visit this link :
    4 points
  5. Nick: [S ]teeven Real name: Steeven How old are you?: 18 Which Games you play? and for how long?(each of them): Cs 1.6, 3-5 hours per day Where are you from?(country and city): Ecuador - Manabi Describe yourself(at least 50 words): I describe myself as a very sincere and kind person. I like to have many friends and I consider myself as someone very serious. I am also someone who has helped many people and I would like to continue helping more people in the future and in the same way I consider myself a very serious person in everything I do. Note some of your qualities: I like to be responsible and do everything well without making any mistakes. Tell us some of your defects: Fear of making mistakes when doing things and a bit of a bad mood. Had you before any kind of responsabilities(describe it): GoG Arena Battles and I have a Manager on the server NewLifeZm. On which category/categories have you been active lately?(describe your activity): GoG - Arena Battles Which category/project you want to care off?(choose from THIS LIST): GoG How well you speak english?(and other languages): 100% Spanish 60% English (I am learning very fast so as not to make mistakes in the future) Do you use TS3? Do you have an active microphone?: Yes Contact methods: Forum - TS3 Last request: -
    3 points
  6. Special congratulations to our newest staff team members @Naser DZ , @Dr.Drako , @Nikhel Nice Work in team , maintain your creativities We are 2K20 staff ?
    3 points
  7. 3 points
  8. 3 points
  9. ? you can find me here : https://steamcommunity.com/id/PHINEXCrimson1996/
    3 points
  10. My dear friend Sweety. i alreardy explain to you in ts3 My problem with cs 1.6 auto Attack (Crash all time). but you dont know english . you just come and replying here without asking me what is my reason of none using auto attack .You Dont have to worry about me anymore . my problem solved thanks to @Adyroiha2020 . Please guys one more important thing. if anyone catch someone doesn't using autoattack .at least he should contact him and asking him why.if he didnt repond you . then you can come here and reporting him. some of us have real complicated problems also sometimes we forget to activate bind due to our personal works/problems etc... We should Work Like Family.❤️ I hope from everyone Understand My point. Greetings Staff NewlifeZm.
    3 points
  11. game information: DevelopersTeam Cherry PublishersTeam Cherry, Skybound Games Release DateFebruary 24, 2017 PlatformsPC, Macintosh, Linux, Nintendo Switch, PlayStation 4, Xbox One, Wii U It’s not hard to get lost in the deep, subterranean world of Hollow Knight - and I mean that in more ways than one. The expansive catacombs of Hallownest have countless paths to explore and secrets to find. But more than that, it’s rich with lore, history, and purpose that drew me into a 2D Metroidvania kingdom I wanted to uncover every inch of. The deeper I went into Hollow Knight, the more I was surprised at just how much content and freedom it has to offer. I could wander in basically any direction and find bosses to fight, upgrades to collect, and secrets to uncover. But what’s truly captivating about the exploring this long-dead kingdom is its atmosphere. Art, music, color tone, sound, and a million other little details combine to give each area of the map a distinct sense of place, and those areas jigsaw together in a way that feels intentional and alive. World Wide Web There are far more of these distinct biomes than I ever expected to discover, and the edges of each one blend together with the next in ways that help them make sense in the world. For example, walls on the border of the Fungal Wastes, even impassable ones in other areas, will be dotted with its telltale mushrooms. The lush environment of an area called Greenpath feels bustling and humid, a stark difference to the cold, dark caves of the Forgotten Crossroads. The bubble-filled region of Fog Canyon isn’t technically underwater, but the muffled filter over all of its audio goes hand-in-hand with jellyfish enemies and a brighter blue tone. Hallownest’s capital city, the City of Tears, is a metropolis in a huge cave where it’s always raining. But it wasn’t until 10 hours after I first discovered this place that I stumbled across the Blue Lake, a massive body of serene water positioned just above the underground city. Hollow Knight doesn’t shove this connection in your face, it just lets you explore its world and piece together the story for yourself as you sit down and enjoy a moment of quiet. Hollow Knight's larger story is told in a subtle way, but its lore is so deep that I feel like I could write a book on it. In fact, Hollow Knight tells you very little about what’s going on, and instead sends you into a world full of monumental events that all happened long before you arrived: wars and heroes, love and culture, disease and destruction. The aftermath of Hallownest's troubled past is left for you to discover and comes through loud and clear, but only if you take the time to listen. It’s told in a very subtle way, but teaches you so much about Hallownest in the process that I feel like I could practically write a book on it. It’s a tragic tale, one full of fallen heroes and terrible decisions, but it still manages to make time for beautiful, calm, and hopeful moments throughout. And it’s easy to enjoy those moments, because Hollow Knight’s hand-drawn art is simply beautiful. It’s a world that manages to feel cohesive despite its citizens being adorable bug-people in a dying cave. The story (and your place in it) is picked up as you go. Some of it through dialogue with the adorable and quirky characters who still reside in this decrepit kingdom, some through important story events, and some just by observing your surroundings and the clues strewn about it. After my second playthrough, I have a fairly clear picture of Hallownest’s history, but it’s a picture I assembled myself. As much as I genuinely loved being pushed out of the boat and told to start kicking, Hollow Knights ’first few hours can be a predictably sink-or-swim experience as a result. It’s an unashamedly challenging game that does a great job of silently teaching you how to play, but it still felt a little bit daunting to start - especially when death means having to fight your way back to your corpse to reclaim your money, called Geo. You have to find a map seller named Cornifer in each area before you can start keeping track of where you’ve been, and even then you have to equip a specific charm to see where you are on it in real time. That, coupled with fact that getting good at the combat takes practice, means I spent my first couple hours just trying to figure Hollow Knight out. But once I picked up the rhythm of its combat and the pattern of exploring its initially restrictive cave systems, Hollow Knight clicked in a way that made me never want to put it down. After Greenpath, the second major area, you reach a point where there’s no clear “correct” direction anymore. Like any Metroidvania, your path options are gated behind things like ledges too high to reach or gaps too far to jump until you find the necessary upgrades, but there are enough options that don't result in dead ends to keep to you exploring for quite a while. Hidden around the Kingdom of Hallownest are traditional Metroidvania abilities like a dash and a wall climb to help you better navigate its caves and reach new places. These new movement abilities also allow you to move through new paths in familiar terrain faster and more efficiently, giving the obligatory need to retread old ground (which does happen a fair amount) fresh life. Suddenly your wall climb turns that small gap between platforms into a shortcut instead of a hazard. New movement abilities allow you to move through new paths in familiar terrain, giving the obligatory need to retread old ground fresh life. Thankfully, there is also a flavor-filled quick-travel system called the Stagways. Stag stations can be found and unlocked across Hallownest, allowing you to call The Last Stag to take you between them. What could just be a jump between points instead becomes a quest in itself, and I almost always spoke to the stag after unlocking a station not to travel, but to hear his gruff but optimistic take on whatever new stop i brought him to. Hollow Knight's world also undergoes more concrete changes as you progress. Railways and elevators will unlock permanently, opening shortcuts that loop back to earlier sections and easing the burden of backtracking. One early area eventually even morphs into a much harder late-game section in a way that makes it feel like your actions in Hallownest have real weight. Hammer Meets Nail The combat in Hollow Knight is relatively straightforward, but starts out tricky as you learn to time quick directional sword slashes with jumps and dashes. It rewards patience and skill massively - killing enemies is a matter of sharp timing, learning attack patterns, and having quick reflexes more than just the upgrades you earn along the way. You can find upgrades to your weapon damage, increase your max health, and equip charms with a variety of abilities, but more importantly, I just got better as I went. A boss that gave me tons of trouble at the start of the game was a pushover when I returned for a second playthrough. And while your timing requires precision, the combat itself is somewhat forgiving. Hitting enemies lets you collect a resource called Soul which you can stop and channel at any time to heal, as long as you don’t get hit. So while the all-or-nothing nature of dropping your Geo on death gives exploration a sweaty-palmed tension, Hollow Knight also gives you the tools to take a breath, gather Soul, and get your health back up. There are a decent amount of smaller enemies scattered around each level as well, acting as weaker baddies that let you recover Soul and collect Geo in relative safety. But there are just as many scary opponents too, and dying far from a checkpoint is a real risk. The enemy variety is impressive to say the least, with nearly 100 different types to fight, and even ones with similar behaviors looking dramatically different depending on what area of the map you find them in. A charm system allows you to customize your own methods for killing those enemies as well. Each charm takes up a set number of notches (which you can earn more of along the way) and range from small effects, like extending your attack distance or gathering more soul on hits, to large trade-off changes, like doubling your health but preventing you from healing at all, which can dramatically change how you play. Thankfully, you can freely swap them out whenever you sit at a bench, which also serve as Hollow Knight's save points and healing stations. That meant I could come up with specific combinations to counter different scenarios on the fly. I had my favorite loadout for general use, a loadout that upped the amount of Geo I got and collected it automatically, and a loadout for moving more quickly. If you prefer using Hollow Knight's Soul-consuming damage abilities instead of swinging your sword (called a Nail) you could equip charms that increase Soul damage and even change your attacks entirely. For some harder boss fights that didn’t give me an opportunity to heal, my loadout even shifted to maximizing my temporary health at the cost of unequipping charms I had grown to rely on. Through all that experimentation, it never felt like there was a wrong choice. All the charms are good, and they all work, and it’s up to you to determine which you like the most and which work best for the scenario in front of you. And if any situation will push you to test those choices out, it will likely be one of Hollow Knight's copious amount of boss fights. Seriously: there are dozens of different bosses, ranging from small and quick enemies to large, deadly brutes. These contains challenges are some of the best thrills available because they force you to find a strategy, learn when it’s safe to attack or heal, and get better each time you get crushed Because believe me, you will get crushed. Those hard losses sometimes slowed my momentum, but there is almost always some other path to explore. If I was having trouble pushing through in one direction, I’d just wander down another until I got stronger (or just better) and decided to face that tough fight again. Soul-Searching For Secrets In fact, a staggering amount of Hollow Knight's best content is entirely optional. You could probably beat the campaign without seeing two-thirds of what it has to offer, though the quest to get an alternate (and much better) ending will pull you in front of significantly more. Bosses, thoughtful story, and whole sections of the map can remain hidden, which adds to that feeling of actually exploring this world when you do stumble upon them. None of Hollow Knight's optional content feels like filler. The key here is that none of this optional content feels like filler. I actively wanted to find every secret I possibly could and learn what was actually going on in the story. It all felt unique, significant, and wonderfully put together. Even after the 30+ hours it took me to truly beat Hollow Knight, I was excited to go back for more. Having so much to do at any given time can admittedly be overwhelming at points. There can be so many open paths on your map that the burden of deciding which to explore next can make you doubt which is the “right” way. But the beauty of Hallownest is that there is very rarely a right or wrong choice, and it’s unlikely two players will explore these caves in the same order. Hollow Knight has also been getting free post-launch content updates since its launch on PC last year, all of which are included on Switch (and more updates are on the way, according to developer Team Cherry). Those patches have added new areas and new bosses, and one even added the ability to add custom markers to your map. The simple act of being able to visually track when I need to revisit an area or which paths I’ve yet to go down is a godsend. It has helped me take stock of what needs to be done alongside the other late-game amenities Hollow Knight makes available for completionists, like maps that will eventually track certain collectibles. But so much of what’s worth finding past the point where you can “beat” Hollow Knight is pure, concentrated lore. To really get a picture of what you’re doing (and to properly inform an important choice you have to make) you need to explore. I love that those key moments in the story tie into some of the best gameplay challenges it has to offer as well. For example, one of the final secret areas basically transforms Hollow Knight into a Super Meat Boy-style platformer with very little combat. Platforming challenges exist all throughout the world, with some of the most thrilling requiring you to use your nail as a pogo stick while you bounce across spikes, duck tales-style - but this area is something else entirely, and tells you about the history of that location with its themes. And, as I mentioned before, the music adds to that setting and art one thousand times over. While each location has its own theme and boss fight music, individual melodies and instruments will shift in and out as you move from screen to screen. The mood and tension of a scene are often driven by that music, and the soundtrack has quickly become one of my favorites. Verdict Hollow Knight is a Metroidvania with a well of content to discover that’s as deep as its labyrinthine caves. The world of Hallownest is compelling and rich, full of story that’s left for you to discover on your own, and built with branching paths that offer an absurd amount of choice in how you go about discovering it. With such a high density of secrets to find and fun, challenging enemies to face, it’s worth spending every moment you can in Hollow Knight. System Requirements: CPU: Intel Core 2 Duo E5200 CPU SPEED: Info RAM: 4 GB OS: Windows 7 VIDEO CARD: GeForce 9800GTX (1GB) PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 FREE DISK SPACE: 9 GB DEDICATED VIDEO RAM: 1 GB
    2 points
  12. Congratulation mr spammer hahahahhahah ❤️❤️❤️❤️❤️❤️❤️❤️❤️
    2 points
  13. Te dijeeeeeeeee gaaaaaa los peruanos nadie nos toca GAAAAA ME sorprendí cuando me dijiste por wsp crmr hoy voy a tu casa xdddd felicidades !!!! Bebe ❤️❤️❤️❤️❤️❤️?
    2 points
  14. Game Informations : Developer: Michael Higham Platforms ps4 Initial release date: August 18, 2018 at 12:00PM PDT Battle royale games have established themselves as more than just a fad, and as the space becomes more crowded, games strive to carve out their niche. With the console port of H1Z1, focusing on simplicity and streamlined mechanics is how it stakes its claim. Significant changes were made to H1Z1's original formula on PC to get you moving and encourage more action, which is further supported by intuitive controls. Where H1Z1's lacking is in variety, due in large part to an uninspired map that's missing interesting setpieces for its most intense firefights. But if the thrill of besting 100+ other players is what you seek, H1Z1 delivers just that. As with many battle royales, your first objective is to quickly scavenge the dropzone for anything to improve your chances of survival. H1Z1 limits what's available on the ground and in abandoned structures to common loot, but you'll find enough to stay competitive in the opening minutes of a match. It's not too difficult to get equipped with a pump shotgun, basic assault rifle, a few healing items, low-level armor, and small backpack, which alleviates the frustration of coming away with nothing even after combing through buildings. However, the good stuff is tucked away in supply crates that litter the map as the match progresses. Boxes of high-level equipment dropped from the sky is a genre staple, however, H1Z1 focuses on this element by strictly keeping the best items exclusive to crates. By cranking up the frequency of supply drops and shining brightly colored beacons on them (that are visible in the distance), crates serve as hotbeds for action. The risk-reward nature instigates tense firefights, and encourages improvising a tactical approach; will you stake out the crate from a distance and use it as bait, or do you rush to loot it and get out of dodge before you're preyed upon? When powerful weapons like the RPG, scoped burst rifle, or automatic shotgun are likely within grasp, it's impossible to ignore these drops. Even if you're unfamiliar with the effectiveness of specific gear, traditional color-coding to indicate rarity--white, green, purple, gold--makes it easy to identify what's worth swooping up. It's not groundbreaking, but H1Z1 devises a way to sensibly deliver the better elements of battle royale It also helps that H1Z1 doesn't hide much from you as it conveniently plots out nearby vehicles and supply crates on the map. While it takes some of the mystery out of this style of game, it's another tweak that gives you the tools get to the fun parts without delay. Especially because the deadly gas zones close in on the remaining players quickly, it's nice that the means for mobility are readily available. Considering that players parachute into the map at random locations (there's no choosing where to drop), making resources available and visible upfront mitigates the feeling of getting the short end of the stick. The systematic changes to the core of H1Z1 would be all for naught if there wasn't a practical control scheme to tie it all together. Thankfully, the changes to gameplay mechanics feel as if they were done with a gamepad in mind. Support items like grenades, bandages, and first-aid kits have dedicated buttons, and swapping out weapons or changing your armor is as easy as picking up a replacement. Small backpacks open a third weapon slot, while the rare ones grant a fourth slot in a simple weapon wheel, effectively negating cumbersome weight management that'd be tough to incorporate for gamepads. Most significantly, item crafting has been nixed altogether. As a result, combat flows smoothly, and you're a lot less likely to fumble around with the controls under high-pressure situations since there aren't any clunky menus to navigate. As with the PC version of H1Z1, though, there's a dissonance between its military-sim DNA and quirky rules of engagement. Movement and weapon behavior are still very much in line with what you'd see in a tactical shooter. But being able to instantly pop out of cars at full speed without taking damage itself seems incongruous, and using that as a tactic to close the distance for shotgun kills adds further dissonance. To top it off, vehicles don't inflict damage when ramming players. The wide-open design of the map makes these oddities stand out in a way that feels both thematically incoherent and disparate in a gameplay sense. H1Z1 also falls short in its single map that's largely made up of open fields and a scattering of deserted buildings. There's a striking lack of features or interesting backdrops to stage the frantic firefights and make encounters feel fresh from match to match. The more dense locations like Pleasant Valley, Ranchito, or Dragon Lake offer some of those tense moments when you don't know if enemies are weaving through buildings or peeking around corners. But overall, even marquee locations are visually uninspired and plainly laid out, which makes battles grow stale over time. Outside of outlandish cosmetics, the distinct lack of style or variety to how the game presents itself makes it hard to want to stay for long. As a free-to-play game, microtransactions come part-and-parcel. Crowns work as purchasable in-game currency, and Credits are solely earned through playing the game and completing daily challenges. Here, H1Z1 has evolved with the times by incorporating a Battle Pass which unlocks an exclusive line of rewards--like cosmetics, emotes, and in-game currency--to earn as you level up (though nothing that provides gameplay advantages). It may be irksome that a loot box system remains the prevailing method for rewards, but it's worth noting that each box spells out the rarity of the items you'll receive. H1Z1 doesn't shake up the battle royale formula in any big way, but instead offers a simple, streamlined experience. It differentiates itself from its PC counterpart to its benefit by revamping the core systems at play, giving you just enough to work with in battle without being overwhelmed. But it's still missing diversity in its action that would create lasting appeal. Bare presentation aside, the only map available isn't the best vehicle for solid gameplay as its largely made up of uninteresting locations. In a crowded space of battle royale games all vying for your attention, H1Z1 makes room for itself by just focusing the action-packed moments--nothing more, nothing less System Requirements (Minimum) CPU: Intel i3 Dual-Core with Hyper-Threading (required) OS: Windows 7 64-bit. VIDEO CARD: nVidia GeForce GTX 275 series or higher. FREE DISK SPACE: 20 GB. DEDICATED VIDEO RAM: 896 MB.
    2 points
  15. after seeing that 912m , i think you deserve a chance Pro
    2 points
  16. Hello guys ! . we want all Admin & Managers . add his photo here . i want all follow this Model . Real Name : Grade : Your photo : Note : add your photo [ .png] for all see it and thanks u very much . ---------------------------- and i will stat this . Real Name : Mohammed Grade : Co-Owner Your photo :
    2 points
  17. You need to improve your activity in ts3 Good topics and good involvement. PRO
    2 points
  18. REJECTED come back after 1 week with the required activity , GL ? TOPIC CLOSED !
    2 points
  19. Oh dja dja Y a pas moyen dja dja j'suis pas ta catin dja dja
    2 points
  20. ZMOLDSCHOOL is now back on basic, no flashy things, no unique concepts, something that works for all, i really hope this will be the way for recovery!
    2 points
  21. Congratulations to the new people who got the Moderator degree! @Naser DZ, @Dr.Drako, @Nikhel Nice!
    1 point
  22. congrats ya bot o l3a9ba ll global
    1 point
  23. 1 point
  24. Congrats habibi , hope you do well and dont ban me :v
    1 point
  25. YOU MADE ME POST ON NEXY PROFILE MACDOLANDS IS THE BEST OK ! sorry the truth is hard i know
    1 point
  26. Congratulation mi hermano! All the best !
    1 point
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  29. 1 point
  30. Congratz for Moderator my friend! ? ❤️
    1 point
  31. Congratz for Moderator!  ?
    1 point
  32. Why u have 2 Moderators xd hmmmmmm
    1 point
  33. IT movie in 2020 - no ty, i have a xbox xd
    1 point
  34. 1 point
  35. @Naser DZ b t7ebo min nasira ?
    1 point
  36. OLD BUT I LOVE THES SONG
    1 point
  37. 1 point
  38. Good morning ❤️ i hope all have a nice day ❤️ I LOVE U ALL ?
    1 point
  39. Do not miss SkyZM Global Meeting 17 Ro Time ! We will discuss about many stuff that includes Addons / Events / Latest news and updates Be in date in our TeamSpeak Channel ! Make sure to connect to csbd Ts3 Server to find our channel www.csblackdevil.com
    1 point
  40. 1 point
  41. ehem ehem it's not that good that's my first time i merge ps work with ae work...
    1 point
  42. I miss you Prank you and @IceT @Profesoru my old friends, i didnt see you from too long , hope to see you again ?
    1 point
  43. When U Start Fishing ?
    1 point
  44. 1 point
  45. No One: Really No one: Me at 2 am listening to my favorite Music ?
    1 point
  46. AOTW voting has started ,vote for the best work.
    1 point
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