Everything posted by Marv3Lシ
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STAFF (Profile Emblem) Administrator of the Year ➤ @Ares @growndex. Global Moderator of the Year ➤ @Ntgthegamer Moderator of the Year ➤ @#ΣVIL BABY PROJECT NOMINATIONS (Profile Emblem + 1500 CSBD Points) GFX Designer of the Year ➤ @W A L K E R ™ GFX Helper of the Year ➤ Gambler of the Year ➤ @Ntgthegamer Uploader of the Year ➤ Overwatcher of the Year ➤ @Walid ✔ @Luanhyx. Journalist of the Year ➤ @YaKoMoS MANAGERS NOMINATIONS (Profile Emblem + 2000 CSBD Points) Manager CS 1.6 of the Year ➤ @[Paul] | TG | @benladen.tn @GRAVEN' Manager CS:GO of the Year ➤ SPECIAL GROUPS NOMINATIONS (Profile Emblem+ 2500 CSBD Points) The oldest Ex-Staff ➤ @- hNk Best V.I.P. ➤ TEAMSPEAK 3 NOMINATIONS (Special TS3 Icon + 50.000 TS3 Coins) TS3 Helper of the Year ➤ @Da GanGsteR @_teory_ The most active TS3 user ➤ @YaKoMoS The user who asked the most for rank ➤ The best TS3 DJ ➤ @Playboy™ The most AFK user ➤ @YaKoMoS SERVERS NOMINATIONS (Special Signature with the server's name) Server of the Year ➤ NewLifeZM.CsBlackDevil.Com [Zombie Plague 6.2] / ThunderZM.CsBlackDevil.Com [Zombie Plague 6.2] The most active (32/32) server ➤ NewLifeZM.CsBlackDevil.Com [Zombie Plague 6.2] / ThunderZM.CsBlackDevil.Com [Zombie Plague 6.2] The best Zombie server ➤ NewLifeZM.CsBlackDevil.Com [Zombie Plague 6.2] The best Classic server ➤ FUN.Csblackdevil.Com The best Respawn server ➤ MEMBERS NOMINATIONS (2000 CSBD Points) The most active membru CsBlackDevil (+1000 CSBD Points) ➤ Banned of the year ➤ Loser of the year ➤ The member who dreams about ranks ➤ @YaKoMoS Spammer of the Year ➤ @King_of_lion The most social member ➤ The most beautiful member ➤ @ZZIIZZOU ♔ @GRAVEN' @Da GanGsteR @*Ir0n m4N* @benladen.tn @[Paul] The most appreciated member ➤ @GRAVEN' @Da GanGsteR The most annoying member ➤ The most beloved member ➤ @GRAVEN' @ZZIIZZOU ♔ The richest member ➤ @Mr.Love The member who helped the most ➤ @YaKoMoS The member with the best topics/posts ➤ @Da GanGsteR @[Paul] The friendliest member ➤ @GRAVEN' @Da GanGsteR @*Ir0n m4N* @Ares @[Paul] @Walid ✔ @#ΣVIL BABY
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Problem Solved Ty @GRAVEN' And @YaKoMoS
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- Follow My steps.. 1- Download This map "zm_foda" Click here 2- Go To your Game file Cstrike/maps.. 3- Put "zm_foda.bsp and zm_foda.res" there G/L
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Your Nickname: Abdollah Your Problem: I cant see something in console, Only this thing appears.. Screenshot:
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Name Game: Vaporum Price: $19.99 - $9.99 The Discount Rate: -50% Link Store: Click Offer Ends Up After : 18/11/2019
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_By Andrew Ogley, 03 Aug 2017.. Hapless, unarmed and defenseless victims, broken machinery, locked gates, unfamiliar territory and a ruthless homicidal maniac with powers bordering on the supernatural. The killer wields a brutally savage weapon and there are bloodied meat hooks dangling from gallows as a constant reminder of the fate that awaits the unwary. We've all seen this before. We all know how this will end, or at least we think we do, but in the procedurally generated and randomized world of Dead by Daylight, nothing turns out to be that predictable. The premise is as simple as a slasher b-movie. Four survivors are thrust together in a nightmarish arena tasked only with escaping. All the while, they are stalked by an unstoppable killer whose only desire is to see them killed and sacrificed to the supernatural evil force known as 'The Entity'. However, from starting with such a straightforward idea, developer Behaviour Interactive has introduced an extraordinary depth to the gameplay based on two key ideas that run throughout: asymmetry and procedural generation. The asymmetry is seen in a number of ways, even whilst waiting in the lobby. Whilst the survivors can see each other, they cannot see the killer. However, this is the only opportunity to talk to each other in-game because once the match starts, there's no more chat available. The unfortunate survivors have no idea which of the six homicidal maniacs — a mix of human and supernatural — they will be facing until after the match has started. With each killer having a very different special skill, such as teleporting, invisibility, or setting traps, it's difficult to strategize. The killer can see exactly which four of the seven survivor characters they will be facing, something vitally important as each character has different skills, such as quicker repair times, better stealth or increased mobility. To escape, survivors have to repair five of the seven generators found within the map, which will then power up the two sets of exit doors. This is no easy task as other than the environments of each of the six maps, everything is randomly placed — the generators, the exits, the escape hatch, and the killer's meat hooks — so the locations have to be rediscovered with each new game. This forces the survivors to explore and the maps are created to make things difficult at ground level with corn fields, long grass, swamps and mist obscuring the view. Burning offerings at the start of each game can also have an effect on the environment, so there is a degree of unpredictability too. Fortunately, survivors play in third person view that at least gives a better view of the immediate surroundings. The killer is restricted to first person view but has the advantage of heightened senses. Generators show up with bright outlines, as do the meat hooks. If a survivor fails a skill check - a Quick Time Event - when attempting to repair a generator, there is a visual and audio cue showing the killer exactly which generator that was. With the skill checks being randomly timed, this happens more than you would like. The killer's heightened senses also reveal the trails left behind by wounded and fleeing survivors. For all parties, it becomes an extremely nerve-wracking game of cat and mouse that can end in a horribly twisted and bloody manner. That first time that you see one of the survivors sacrificed on the hook and being claimed by The Entity, it is genuinely disturbing. Everything is set up to unnerve players. Survivors will hear the heartbeat of the Killer, which gets faster and louder as they get closer. Music gets louder too, heading towards a crescendo. This leaves the survivors the choice to hide or flee — fighting back is not an option. When you're forced to flee, it is genuinely tense, doing your best to shake the killer on your tail. Your only option is to jink and to throw obstacles in the murderer's path hoping, to stay out of reach of the killer's weapon. You know it's a game but it's spine chilling in these moments. The killers have no one and nothing to fear. They enter each match with complete impunity, fully embracing their own dark passengers, but for the survivors it's a very different matter. One blow from a killer's weapon is enough to cripple them, leaving them hobbling for safety. A second hit will leave them on the ground crawling, a position from which they mostly end up dangling from a hook, hoping that a fellow survivor will try to rescue them. Players can heal each other, but that too includes random quick time events — mistime it and the patient will let out a yelp of pain that can be heard by the killer if they are close enough. It's all unpredictable but so finely balanced that it feels like everything is on a knife-edge. It is extremely compelling. Actions throughout the match reward players with bloodpoints — experience points — that can be spent on skills and perks found on a skill tree, the bloodweb. Each character has their own set of perks and a special perk that can be taught to other survivors. However, the skill tree is another element that is procedurally generated; it contains perks, add-ons and skills, but with each leveling up, you never know what you are going to receive. After reaching level 10, 'The Entity' starts devouring nodes of the tree, potentially removing that rare special perk at the end of a particular branch before you can get it. This means that the progression and build of characters, both survivor and killer, is random. Graphically, there is a Left 4 Dead vibe to the graphics and it's surprising considering what is possible with the Unreal 4 engine. The graphics are certainly not stunning, but they do the job and don't detract from the essential parts of the game. Fortunately, the ear candy with the ambient sounds and the soundscape is exceptionally good and forms an essential part of the gameplay. Audio cues pepper the environmental background sounds. The whimpering of injured survivors, painful gasps of those being healed and the wailing of impaled victims all add to the eerie atmosphere and the already highly charged and dramatic tension; more importantly, they help lead the killers to their prey. For any multiplayer only title, it's imperative that the matchmaking works well and the amount of time spent waiting for lobbies was frustrating. It was often so frustrating that fellow survivors would often quit and search for another match; given that you need a complete team to start, this left you waiting even longer. You can create a dedicated party and play with friends, but most of the time you will be playing with strangers. This doesn't include the loading time for the map that also seems to take more time than you'd like. This could become a classic drop-in title if only the matchmaking was quicker. In all fairness, there is a recent patch to improve this on the PC, so this may well be another fix that eventually arrives on the console. Even during the review period, the game was updated to version 1.5.1. This also highlights the continuing support for the game from the developer. For achievement hunters, the game takes on a different form of nightmare. There are three achievements for hitting prestige three times, meaning reaching level 50 three times over. Similarly, there are achievements for completing a game with all three levels of perks, but you won't unlock all of the perk slots until level 25. Being asked to do this for seven different characters will take some time. There are more like this but the picture is clear — this is a game for hunting survivors and not for hunting achievements. *-Summary. Dead by Daylight has the potential to become a cult classic among asymmetric games. Everything is finely balanced and the way that all of the random elements can alter a match adds an intriguing level of depth to the title. The chase, from the standpoint of both Killer and Survivor, is an intense, adrenaline filled, and nail-biting affair. This could be an ideal title to drop in and out of while grinding through the achievements and leveling up characters, but that concept of drop-in game reveals the achilles heel of the title: the waiting time to play. As a survivor, it seems to take numerous attempts to find a server and you have to be patient. With a few more tweaks, there is a good multiplayer survival horror title here for horror fans. *-GAMEPLAY.
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Cities: Skylines didn’t have to stretch far to trump 2013's SimCity: it needed to be a good city builder without any of EA’s mistakes. That means no always-online DRM, an expansive area to build in, and support for custom content. The good news: Skylines does all this. The better news: it's also a fun and addictive city building game. It's not unexpected that Skylines' biggest challenges involve roads and traffic, as it comes from Colossal Order and Paradox Interactive, the same developer/publisher duo as Cities in Motion, a game based around transportation management (Cities: Skylines is not related to the Cities XL series). Laying down roads is easy. It's more difficult to lay down roads that make sense. It's not just traffic congestion you need to worry about, it's logical traffic routes. Garbage collection, unattended building fires, and dead body removal were recurring problems in all my cities, and it's because they all involve vehicles (hearses, in the last instance) needing to get to specific locations quickly, which is as much a function of easy access as of smooth traffic. Figuring out the best way to build roads and intersections takes time, experimentation, and close scrutiny, something I think many players will really enjoy. If you're more interested in building unbroken tree-lined avenues and long, winding roads than logical grids, you certainly can, but be prepared for your city to lose a good deal of functionality. Once you've got some roads built and have assigned them as residential, commercial, and industrial, basic buildings will begin appearing. Add nearby services like police stations and schools, and amenities like parks and plazas to allow buildings to level up. You can also use a brush tool to divide your city into districts. Districts are a great feature, allowing you to tinker with policies and regulations like recycling, free public transportation, and legal drug use, without having to unleash them citywide. You can tax your districts differently, and even ban industrial traffic in congested areas (just make sure to provide heavy trucks an alternate route). You can also create industrial districts to focus on oil and ore mining, logging, farming, or general industry. *-City of light bookkeeping. In addition to managing the physical aspects of your city, you'll have to keep an eye on your bank account and supplement it with loans, decide what to budget for various utilities and services, and tweak taxes for residents and business. None of this feels deep, simulation-wise—it's mostly fiddling with sliders and finding a balance between keeping a positive revenue and annoying residents with steep taxes—but nothing about Skylines' simulation feels terribly deep, at least economically, and apart from focusing on specific types of industries, or choosing office towers over factories, none of my cities have felt particularly specialized. That suits me just fine, though players looking for a deeply complex city simulation might be a little disappointed. Skylines' UI is pretty slick and easy to understand. You can view your city through several filters: pollution (including noise), crime, property values, wind speed (for turbine power), water and electricity availability, and even see how many people are using public transportation. Icons appear above buildings to signal problems, like businesses with a dearth of customers or homes with sewage problems. Citizens can also communicate with you via "Chirper," a Twitter-like feed at the top of the screen. This gets repetitive pretty quickly, but a menu option thankfully prevents these messages from automatically popping up. At times, Skylines is intensely satisfying, such as when solving a troublesome traffic snarl or when all the buildings in a district begin leveling up because you've provided the right combination of services and amenities. It's often soothing, like when flying the free camera around or peering down at the tiny NPCs living in your creation. It can also be terrifically tense, like when you realize your industrial zone has poisoned the groundwater of a residential area or when a power grid gets overloaded and you've got no money to add a new plant. The citizens of Skylines are pretty tolerant, but let them suffer too long and they'll abandon you in droves. In addition to homes and businesses, there are unique buildings like stadiums and opera houses that become available as your city grows, as well as monuments like a space elevator and a large hadron collider that increase tourism or provide other benefits. Transportation options appear as you progress, like underground metro tubes, airports, and trains and ships for both passengers and industrial use. Your available building space, initially just a single square of land, grows as well. There's a healthy five-by-five grid of land, of which you can officially purchase nine tiles of 2x2 km each, though there's already a mod in the workshop that lets you buy and build on all 25 tiles. (I tried it. It works. Rejoice.) *-Complaint department. There are a few issues. I wish plumbing was just auto-drawn in when roads are built, not because drawing pipes manually is hard but because it's easy, and thus begins to feel like repetitive busywork after a while. Even when business and resident satisfaction is sky-high there's sometimes zero demand for new buildings (and thus no po[CENSORED]tion growth) for long stretches, and then, seemingly arbitrarily, demand suddenly ramps up again. Even in happy, healthy neighborhoods and commercial districts, entire buildings are routinely abandoned, and I don't quite know why. Driver AI is a little off-kilter, and cars will sometimes cram into a single lane when others are available, which can contribute to traffic problems. These issues haven't done much to dampen my enjoyment, though. My cities, even the poorly planned ones that wound up filled with horrific traffic jams and uncollected corpses, were all fun to build, and I learned enough from each to make my next city better. For those who find building a city to Megalopolis status just a little too easy—and I think it is—there's a 'hard mode' included to increase the challenge. Conversely, for those who want completely unrestrained construction, there are modes for an unlimited bank account and the unlocking of all buildings at the start. Due to the map and asset editor, I suspect the Steam Workshop will quickly fill with custom creations. It ran very smoothly on my GeForce GTX 960, even when zipping and zooming the camera around in my biggest city. Top it off with Cities: Skylines' reasonable price, and I suspect no matter what your interest in city building, casual or intense, you'll find a lot here to like. *-GAMEPLAY.
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Civilization 6 is the ultimate digital board game. More than ever in the series, the board—the world—is the soul of every opportunity and challenge. As usual for Civ, I build empires, compete for a set of victory conditions, and fend off warmongering leaders like that scoundrel Peter the Great. But I’m also playing for, with, and against the board. Forests and deserts and resource-rich tundras each influence the flow of my civilization, granting us boons and burdening us with lasting weaknesses. Bands of barbarians put my farms in crisis, but also open up opportunities to speed the development of my military techs. The glorious, challenging dynamics that emerge from Civ 6’s redesigned maps left me with no question that the storied series has crowned a new king. _The storied series has crowned a new king. While Civ 6 is probably the most transformative step forward for the series, its changes shouldn’t trip up longtime players too much. There’s definitely a learning curve to overcome, but much of what you need to be to be victorious isn’t necessary when you start exploring. You still settle cities, develop tiles, train military units, wage turn-based warfare, and conduct diplomacy. It mirrored my memories of past Civs closely enough that hints from the in-game adviser were all I needed to course-correct when something I hadn’t seen before came my way. But there are so many of these new features that it could feel overwhelming at times. The depth and variety of systems resembles a Civ game that’s already had two or three expansions added on top—from the new Districts that perform specific tasks and spread my cities out into an often messy but somehow pleasing sprawl, to a whole separate 'tech' tree for civic and cultural progress that ties into a sort of collectible card game for mixing policy bonuses to build a unique government. The feature richness averts the common problem with strategy games on day one where I feel I’m being sold a platform on which a great game will eventually be built. But I also worry that Firaxis may have sailed a bit beyond the calm waters of accessibility for more casual strategy fans, and any expansions that add major features or new systems could heighten the barrier to newcomers. *-Hexistential realities. What binds everything together, though, is the map. I have reservations about the art style—I preferred the pseudo-realism of Civ 5, and some of the Civ 6 military units in particular look goofy enough to have fallen out of a freemium mobile game. But the map itself, and its cities, iron mines, and festival squares, is more alive than ever. I was delighted, for example, to discover that I really never needed to pull up an overlay to see which tiles were being worked, because the models and animations do that job for me at a glance. Unworked fields lie barren, and I could tell how many citizen slots in my commercial district were taken up by the level of bustle occupying its streets. It’s a pretty brilliant way of keeping you engrossed and focused on what matters. The tech trees and the leader interaction screen are the only parts of the UI that hide my soaring cities from my view. The latter of the two involves fully animated, 3D representations of everyone from Montezuma to that jerk Peter the Great who thinks his mustache and his science bonus from tundra tiles are so cool, even though they’re not and I’ve had bombers in range of his second largest city since the Atomic Age, ready to wipe that stupid grin off his face. They’re all very well voice-acted, with the return of native language dialogue from Civ 5. Spending a lot of time staring at hills, valleys, and potential pyramid locations isn’t just enjoyable and informative, however. It’s critical to getting the most out of the game. Terrain and tile types have always been a factor in Civ, but they’re at the heart of nearly everything in Civ 6. With districts and wonders each taking up a whole tile, and being the most powerful tools I had to catapult myself toward victory, city planning became a huge focus of my every move. When I unlocked the ability to build a Holy Site, I had to ask myself if I wanted to nestle it in the middle of all those forested hills to gain bonus faith from the adjacent, natural splendor. If I did, I’d miss out on the chance to clear out all the trees later on, plop down an industrial district surrounded with mines, and enjoy a huge boost to my production. *-If you build it… (it might be wrong) There was never a time that I felt I could fill every tile around me with the most obviously ‘correct’ district or improvement and call it a day. The need for foresight is unending. There are always sacrifices to make, like when I fell behind in culture because my only eligible tile for a theater square was the one I’d been saving to build a rocket launch site to clench a science victory. It’s a fantastic, richly realized way of forcing difficult decisions at every bend in the river and making sure no two cities you build will ever look or feel the same. It feels like a revelation for someone who’s been playing 4X games since before I could see over a car dashboard. The constant planning and trade-offs seem like how this series was always supposed to work, and they inject a layer of variety that made the pull of “Just one more turn…” even stronger than ever. There’s a level of trial and error in this that caused me some legitimate frustration in my first few races to the space age. When everything is fresh and new, you might not realize that you’re plopping down a university campus in a place you should have waited to build a neighborhood several centuries later. One late game civic (the cultural equivalent of a tech) unlocks the ability to build National Parks, granting a massive boost to culture—but unless you’ve been planning where it’s going to go from 4000 BC, chances are you’ve already destroyed all of the pristine nature required to set one up. I longed for some kind of city planning utility, where I could mock up where everything was going to go once I’d unlocked all the districts and improvements, especially considering some of them get adjacency bonuses for being next to each other as opposed to specific terrain features. If you like to play efficiently, just be aware that you’re going to be slapping yourself that you dumped out such a haphazard monument to mediocrity until you have a few campaigns under your belt and understand where to leave or create an ideal space for something important—and have the patience to do so. *-Worlds of inspiration. The other way the map has become a much more important part of Civ 6 is in how it ties into the tech and civics tree. Every technology and civic has an associated mini objective that will trigger a “Eureka” moment and pay off half the cost immediately. Founding a city next to an ocean tile sped up my progress toward Sailing. Building three industrial districts with factories jumped me ahead in my quest to embrace communism (Viva la Economic Policy Slots!) These are often tied to having room for specific districts, access to specific resources, or contact with other civilizations. Where I spawned on each map had a significant effect on which techs I could get quickly, and thus which ones I tended to go for first. It also really helps alleviate the feeling of spending several turns waiting for a building or a unit to finish, since I could always be pursuing a Eureka objective for a tech I had my eye on. It’s not all a reinvented wheel, though. The Civ staples of war and diplomacy have returned recognizable, but honed to the sharpest edge we’ve ever seen on them. I particularly enjoyed the way AI leaders are now given agendas (one public, and one that must be uncovered through espionage, building a positive relationship, or observing context) that overtly tell you what they like and don’t like, and make it theoretically possible to stay on everyone’s good side through the whole game if you’re willing to jump through a lot of hoops. Frederick Barbarossa of Germany, for instance, wants to kill all city states and hates anyone who so much as lets them borrow a cup of sugar. If you’re going for a very pacifist run, you can let that agenda guide your gameplay (ignoring city-states and the benefits courting them can provide), and chances are you won’t have pretzel-scented warriors knocking down your door. In the event that hostilities do break out, Civ 6 has split the difference between 5’s one unit per tile and 4’s Clash of the Doomstacks to reach a happy middle. Support units like medics and Great Generals can attach to and occupy the same tile as a regular combat unit like a pikeman. In the mid and late game, you also gain the ability to combine two combat units into a Corps, and later you can add a third to make an Army, which is are more powerful versions of that unit that only take up a single tile. This adds some new layers and tactics to a model of warfare that could get predictable and repetitive in Civ 5. Civ's score breathes life into all these conflicts and conferences. Christopher Tin’s new main theme, 'Sogno di Volare,' is just as sweeping, catchy, and beautiful as 'Baba Yetu.' I predict it will join his previous Civ effort in the pantheon of the greatest pieces of music written for a videogame, though I suspect it won’t spawn as many memes—if only because it’s more difficult to imitate its soaring, Italian cathedral choir chorus without sounding like an asthmatic screech owl. The real magic happens past the menu screen, however, where each and every civ has a main theme that grows more complex and epic as you progress through the ages. England, for example, begins with a simple, inspirational, and somewhat haunting flute rendition of the medieval folk ballad Scarborough Fair. By the Modern Age, it has exploded into an orchestral and choral celebration of all things English that made me want to sail a ship of the line made of crumpets through the walls of a Spanish fort and unleash the redcoats to toss scalding tea into the faces of their enemies. When I looked down upon everything I’d built as my Mars colonists blasted off to barely snatch victory away from Peter and his doubtlessly mustachioed cronies, every tile struck me with a sense of history. The sprawl of the Dehli-Calcutta metroplex reflected moments from the windows of its skyscrapers. There was the little tentacle I’d made by purchasing tiles to get access to coal. There was the 3000-year old farmland I’d had to bulldoze to place an industrial-era wonder. And just beside where our first settler had spawned, at the foot of the soaring peaks that had protected us from marauding armies for generations, was the new growth forest I’d planted on the site of a former lumber mill to have enough uninterrupted nature for a National Park. For each valley and steppe and oasis, I could tell you why I’d developed it the way I did much more meaningfully than “Because hills are a good place for mines.” As the board shaped my empire, and I shaped it, the history of my civilization and my decisions accumulated and followed me right up to the threshold of the stars. And that, more than anything, is why I’ll never need another Civ game in my life besides this one. *-GAMEPLAY.