Saturday, December 21, 2013


I recently hit Paragon level 100 on my Barbarian in Diablo III. It has been a relaxing and thoroughly enjoyable process, with Hellfire runs around Paragon level 20 to Crypt runs and speed farming from level 80 onwards. I have played with some great people on the way. Real life friends (both old and new), friends of friends, friends of friend's friends, complete randoms (some now friends) and even a cousin and his friends from Malaysia. I have dabbled with the AU/NZ Diablo community and made some great friends there too. It would seem that friends are one of the most important aspects of playing a game like Diablo III, especially for staying motivated throughout endgame. Hopefully the same community experience, both local and national, can continue in Reaper of Souls.

Nevertheless, after over 800,000 demon kills and an embarrassing amount of hours, I think I can finally put my Barbarian to rest. At least for the moment. A short break, if you will. Perhaps I will see what max level is like in Path of Exile in the meantime. I will need to retain my sanity if I am going to do it all again on my Demon Hunter.

Recommend watching in 720p+:

Sunday, November 17, 2013

I have ridden the mighty moon worm!

Good for me, right? Oh my yes, the mighty moon worm. I could explain to you what this is and why its a wonderful, beautiful thing, but I think the only person who would read this blog and appreciate it is me. But that's totally ok! The moon worm loves each and every one of you!

So anyway, I made a video. Pretty standard reason for a post appearing on this blog. Why talk about it when you can watch it instead? The first reason for this video's existence was complete and utter boredom. Historically though, boredom has never been a bad thing. Some of the best creations in this world are the result of boredom. One need only ask their parents for verification of that.

The second reason being some criticism that my videos are always so serious in nature. While light-hearted or funny videos have never been the point of my video making, I would like to point out that some are of this nature already (for example Skyrim Space Program). Nevertheless, I'll show you, you anonymous critic you ...

The final reason is because I am still (yes STILL!!!) playing Diablo III and because the Reaper of Souls expansion nerfs are just around the corner, I thought I would make a video of some of the builds I discovered/use. All are viable in Inferno MP10, the game's hardest difficulty. Often regarded as one of the game's flaws, Diablo 3's build diversity is in my opinion one of the most appealing things about the game. The vast majority of these builds will become obsolete when the expansion comes out, so having some record of them now is nice.

Recommend watching in 720p+.

While I would stress that these builds are the result of meticulous attention to EHP (i.e. tankiness) before lolol-faceroll-DPS (as evidenced by the video's outro), I'm sure no one gives a hoot. More power to me I guess. Now then, if you will excuse me, I have a moon worm to ride, complete with cow bells.

For the confused: The original Double Tornado Barbarian build was discovered by myself and a few others back in the day. I dubbed it 'Riding the Walrus', quoted from Futurama. Now that fury generation is going to be a problem in RoS, I created a build that could still work without Into the Fray. The result was Bloodshed Tornado, potentially superior to Double Tornado and likely viable in RoS. I dub it 'Riding the Moon Worm', also a reference from Futurama.

Saturday, October 26, 2013

Exactly what I needed

There are times, particularly under great stress, that you will find me playing games for the simple things. Simple things such as the colours, the sounds, the explosions and the basic pleasure that can arise when said elements combine into an overwhelming synesthesia of light and sound. A much younger me would have considered this ensemble reason enough to enjoy a game, but the older, more cynical me often looks past it unappreciatively. It is often beneficial to revisit said levels of expectations, if not just for the relaxing and carefree game play that can arise. When there are much more serious and darker things clouding the mind, playing a game of this nature can be exactly the thing you need.

With a bit of effort, Strike Suit Zero has become one such game for me, and conveniently so considering current PhD circumstances. I say effort as part of the way to enjoying this game's potential laser show requires abandonment of inhibitions a more careful and sensible me would usually employ. Barrel rolling at terminal velocity, your complete arsenal of weaponry ablaze, into the unfortunate victim of your targeted demise is not exactly a practical or healthy thing to do. But damn, it sure is fun!

Interestingly, I have found that performing these rather dangerous maneuvers have considerably increased my competence at the game. Homeworld style fighter trails and music (same composer) aside, my initial impressions were rather disappointing, finding the game to be slower and less chaotic than I was hoping. However, pushing the Strike Suit to its limits and brutally attempting to take down more than you should be capable of puts you in some ridiculous situations that, after some failure, result in you learning to play better. In some ways it almost clips the skill ceiling of games such as oldskool arena shooters where reaching one's maximum control potential is limited only by the player and not by the game. It is funny as I am yet to see a rated video reviewer play the game anything like is possible, again lending my disdain of the profession.

The following video (recommend 720p+) was originally intended to be a heavily filtered and edited composition, experimenting with some new video editing techniques I have thought up. However, upon performing a first pass of the video using traditional techniques, I thought the resulting short sequence did the job well enough. Maybe next time.

Nevertheless, I do hope my need to indulge in the simpler pleasures of gaming are not necessary in the months to come. While I should try and dedicate as much of my time as sanely possible to finishing my research, there are times when overdoing it can distort your view on the matter, especially when trying to complete a deadline. That is where games like Strike Suit Zero will come in handy, to unconsciously reset the reality of the situation and allow one to cheer up about it.

Thursday, October 10, 2013

When Pigs Fly

Flying Wild Hog, the developer of two games (Hard Reset and Shadow Warrior) that I have been playing recently are an interesting company. They are not quite indie, nor are they exactly AAA, but are somewhere in between. This in-between-ness seems to allow them to create games that they as developers want to make and not what some out-of-touch business man or woman in a suit who has dollar signs for eyes wants to. The reason I say this is that their games have a distinct flavour for fun derived from raw gameplay, paying homage to the oldskool FPS gameplay mechanics lacking in so many modern FPS games today, much to the detriment of the genre. You don't see this today because it is risky to not make games that cater towards the lowest common denominator. However, their games also have the visual quality and production values of a game you would typically have to fork out $80 for, but are instead available for a fraction of the price ($30 for Shadow Warrior on release). The only way I can see companies like this existing is if they are unhindered by at least some of the bullshit plaguing much of the games industry these days and are allowed free reign over IPs that they actually care for (unlike Gearbox with Aliens: Colonial Marines). Part of this can at least be discerned from FWH's main website regarding their design philosophy:

"We do not believe in corporate management and corporate ways. Our studio is managed without producers and we try to employ as many anti-corporate management ideas as possible. Such a flexible structure allows us to limit all the obsolete bureaucracy and hierarchy to minimum. We do not believe in managers or leads who themselves don’t create real content of a game. People who are responsible for management in our studio also work as programmers, artists or designers. We do believe that people who are given freedom, both for their ideas and use of their skills, work better and more effective. We don’t complicate things that are simple."

Personally I find the stance they have taken to be quite admirable and as long as they maintain this perspective and continue to pursue and produce games in the vein of their most recent ones, they will likely stay on my (incredibly short) list of game developers I have any faith in. Along with Croteam, Riot Games and Valve, any games made by them will instantly be on my radar.

Hard Reset - Final Boss Battle
But enough of the fanboy talk. This short post is really about the games Hard Reset and Shadow Warrior. In many ways they are similar, taking the good parts of classics such as Duke Nukem and Doom but adding RPG elements from a game like Skyrim for good measure. Intense oldskool combat (without regenerating HP and optional ironsights), crude but enjoyable humour and exploration are welcome elements in any FPS game I play. Additionally, they both have upgrade/perk systems that you expand upon as you play, making weaker weapons and different playstyles relevant throughout the course of the games. However, this is where Shadow Warrior really shines, going one step further by introducing a deep and powerful melee and offhand combat system which is crucial for success in harder difficulties. Up to 7 additional sword and offhand abilities can be used, 3 specific to the katana, allowing you to tank, heal or cause mass crowd control for extended durations. Combined with the primary and (unlockable) secondary attacks on all the 7 weapons as well as shurikens, demon heads and hearts and you have a formidable arsenal of weapons and attack combinations. While overwhelming at first, with a bit of practice it flows into regular combat naturally and beautifully. If this is not the correct and logical evolution of the FPS genre then I don't want to know what is.

Shadow Warrior - Astoundingly pretty and high performing Road Hog engine visuals
Perhaps expectantly though the press have somewhat mixed reviews on FWH's most recent game, Shadow Warrior. Usually I couldn't care less about the subjective opinions of a 'professional game reviewer', but this time the ignorance and stupidity of remarks are astounding. While Shadow Warrior has received some stellar reviews, even from some of the more mainstream and criticised sites (e.g. IGN), there are reviews floating around that seem like the reviewer was playing a completely different game. Gametrailers gave the game a 6.2/10, remarking that the combat system is simply button mashing (note: he doesn't perform a single combo in the video) and claiming the game doesn't bring anything new to the genre. While I would like to say the reviewer was having a bad day or that maybe the game was too confusing for him to appreciate, I unfortunately cannot write off the fact that these surface-level reviews can and DO affect the sales of games. That is definitely a shame, as Shadow Warrior is, honestly, brilliant.

But enough talking. Why post words and pictures that can say a thousand words when a moving picture can say a million? The following video is my playthrough of the final arena battle against demons in Chapter 16, arguably one of the toughest sections of the game. The difficulty is Insane with EX mode on and all upgrades, perks and skills unlocked. Worth mentioning is that the combat in these kind of arena battles are more about endurance, timing and positioning as much as they are about strategy and skill. One ill timed move in the wrong place can make you very dead very quickly. If not for the Soul Harvesting perk (last stand) not being off cooldown on two occasions, I would have died horribly. This fight actually lasted more than 20 minutes in actuality, but I have taken out the less interesting parts for clarity's sake.

Saturday, September 14, 2013


Every now and then I find myself returning to various games from the past to remind myself of certain things and to learn from them, purely from a game design perspective. Sometimes games from the past can provide an important perspective on things, such as what qualified as game play and fun. I find this is especially true, for me, regarding First Person Shooter games. It is not unknown to people who know me that I am not a big fan of the direction that modern shooters have taken. Mechanics such as regenerating health, two weapon systems, insta-kill melee, chest high wall cover systems and entire arsenals of brain dead hitscan rapid fire weapons have, in my humble opinion, degenerated the genre into a shell of its former self. At least regarding pure game play and especially true when catering for the console market. Amongst classic games such as Half-life, Quake II and Unreal, Doom still stands as not only one of the most influential shooters regarding my FPS design philosophies, but also one of my favourite games in general.

Doom. A simple name for a very straightforward game, one that I still enjoy playing today more than certain games that come out. Pretty much my first real PC game, the first time I played Doom I ended up with a huge migraine and was sick for an entire day. I didn't play it for several months after that, but when I did I was gifted with some of the most memorable gaming experiences of my youth. For hours my sister and I would attempt to clear the first 'Act' of Doom, Knee Deep in the Dead, on Normal difficulty. I would move and she would shoot, keyboard controls only, scared out of our minds. We were probably about 7 and 9 years of age, far below the recommended age for the game. After many an evening of skipping our chores, we eventually got to the end of the Act and killed the two Hell Knights that appeared in the red penta-star arena. Then screamed in horror when you walked through the next portal and got raped by monsters. Good times.

You see, with Doom, it's all about the game play. Even at a young age, as incompetent as I was, I could see the amazing potential for fun that a game like Doom offered. The strategy behind dodging projectiles, managing your resources (ammo, health, armor), realising when you should fight or run and overall, the impending ... Doom ... of dying to a relentless horde of monsters. It was exciting and terrifying and still is even today. Speaking of which, today I play Doom and Doom II in the glory that is both GZDoom and Brutal Doom, two mods that bring mouse axis life and further game play enhancements to the franchise. Observe (recommend 720p+):

I often think about what Doom 4 should be like after the slight disappointment that was Doom 3. Doom 3 got a lot of things right, but missed a beat regarding the game play and general theme of the game. I have always thought the Doom series to be a survival horror based shooter, but not in the form of unnecessarily dark rooms and monster closests. Nay, the pure dread of going toe to toe with the endless forces of hell with a ridiculous arsenal of weaponry, using nothing but your reflexes and willpower to survive. Being low on health with almost no ammunition left, knowing that the next battle may result in your intended demise. To push yourself further into the fray, splattered and flaming demon remains abound, ever closer to the end, whatever that may be. That is the essence of Doom. I surely hope ID can capture that essence once again.

Saturday, August 24, 2013

You only have to click once, fool!

The Howling Abyss, the All Random All Mid (ARAM) map and game mode is, as of writing this, a fairly recent addition to League of Legends. Matches are usually pretty quick taking roughly 20 mins on average. If you like teamfighting and generating gold faster than a sloth picks its nose, then ARAM is the game mode for you. Having taken an extended break from LoL for just over a year and a half, I find myself mainly playing ARAM and little else these days.

Admittedly this return was spurred by a number of things, one of which was a desire to see what has changed in LoL, coming back to what honestly felt like a completely different game. Another was the fact that recent LANs demonstrated that it is still a fun game, provided you don't take it overly seriously and become obsessed (like I did for a time). Finally, and possibly most importantly, several friends of mine, both old and new, are playing it as well. These friends, one of which I have watched become incredibly competent at LoL in the last few months, are the real reason I bother to play LoL at all these days. If not for them LoL would still be sitting in a proverbially dusty closet even now. Which would be a shame because presently, LoL is a hell of a lot of fun.

Anyways, ARAM. This acronym based brunt of a terrible, repeated household mum joke is something that is bordering on being overplayed. I have made a frag video which, if anything, will give me reason to maybe ease off a little bit or even explore the other game modes I liked a bit more (Summoner's Rift, Dominion). Although, knowing me, this is probably an absurdly quixotic thing to expect.

As per normal with any video on this blog, I recommend watching it in 720p.

The video itself I am ... how should I say ... slightly disappointed with. I have been video editing a LOT lately due to my other work commitments so I maybe didn't quite find the energy to make this a serious production. While I am usually the first one to criticize my own work, I think maybe due to the nature of ARAM, the frequency of truly awesome, video worthy occurrences are incredibly rare. You are almost constantly teamfighting/poking, which while fun, is maybe not the best spectator sport for the average person with ocular sensory organs. For the most part, things that occur in ARAM are an absolute clusterfuck at best and discerning what is happening amidst the chaos is probably quite strenuous on first watch. The choice in music is a new experiment for me, but honestly something I have tired of having listened to 50+ times while editing. I also realise that most of the frags are performed by me which is probably a bit boring. Alas, that is the nature of the recorder also being the editor. Still, I hope the video portrays some of the amusing moments that have occured in ARAM and that will hopefully continue to.


Like the game content I produce for personal or tutoring purposes, I have been incredibly reluctant to bring up my PhD research in any public place. Even a blog. However, as my PhD is (hopefully) coming to an end in the next few months, I do not see the harm in bringing it up in the form of a video I made for conferences and speeches.

My PhD is based around modeling certain player-like behaviour that is lacking in FPS bot AI and implementing it in games in a way that does not fundamentally change how typical AI systems (e.g. Finite State Machines) work. Within a plethora of possible player-like activities to improve on, such as my honours focus on a bot aiming system, I chose the somewhat vague and confusing idea of the 'threat' that players experience in games. For some reason, some people have difficulty understanding and swallowing what it is that I am talking about when I talk about threat in games. Maybe it depends on the type of games you play and how you think you play them. Hopefully this video shall aid in the digestion of the topic.

While this video talks primarily about the theory and design of the bot AI I have created, it should be noted that the entire game environment the AI exists in was designed from scratch too, as well as the default/base AI behaviour. This was not a game I just dumped my finalized ThreatBot AI into over an existing AI system, but developed from the ground up with attention to detail. This is a personal design choice, to see if a game can be developed from scratch to support the technology, but also to practice solo game development. Even now, with Australia's failing games economy, it is something I would love to get into.

The one percent

I have not posted anything in awhile. I am not sure if it has been because I am too busy IRL or if I am slowly tiring of even this meager means of anti-social narcissistic self expression (as opposed to social types such as Facebook). Part of me feels I don't really need to do this, but another part realises that its good to have something random to reflect on many months/years from now.

Nevertheless, I have a backlog of stuff to talk about. The first off the list is, again, Diablo III. Diablo III has copped a lot of flak from fans for many reasons in the past year. In my opinion, some of those reasons are legit (always online DRM, RMAH) and others are just people jumping on the jabberwocky bandwagon of wanting something to rip on. However, some reasons are ones that I will never understand, such as complaints about the game's story and not getting upgrades to your character consistently and immediately. I'm not saying they are not poor systems, I just could not give a hoot about them. Diablo games have always been about the gameplay for me, and Diablo III does not dissapoint on that front. At least in my opinion.

Anyways, enough of me trying to justify playing a game everybody hates. If I do any more of that I will have to start asking myself why I do it. A few months ago I decided to level a hardcore character. I am not sure what inspired me to do so, especially on an Australian connection (lag, disconnects etc). Maybe having leveled all 5 classes to 60 made me realise that there was only one area I had not tried. For anyone unaware, the Hardcore game mode in Diablo III is the same as the Hardcore difficulties in previous Diablo games. You get one life. When you are dead, you are dead.

I of course chose a Barbarian to play, the class I am most comfortable with and had the most experience playing. It is strange just how differently you approach everything in the game when you realise that death is permanent. I found myself gearing very differently than my previous Barbarian, focusing heavily on defensive and sustain gear at an early level and running abilities to buff my damage. Even with my knowledge of the game, I would find myself jumping into horrible situations and nearly dying at least once every 15 minutes. It was a much more interesting and tense play experience. As the hardcore AH is not the same as the softcore one (for example there is no real money option), the economy is completely different too. People understand that dying is very real and paying outrageous sums for gear is nonsensical. However, while stuff is usually cheaper, the supply of it significantly less (i.e. far less people playing hardcore). Taking into account the risk of farming of gold and items, the hardcore AH is much more balanced, but used sparingly due to the incredibly small amounts of gold people have. Upon reaching 60 and Inferno difficulty, amazingly my female Barbarian had over a million EHP and enough damage and sustain to take on the majority of the content.

Needless to say, Diablo was an absolute pushover. I think taking what I have learnt in softcore and my own personal preference for maintaining a balance between damage, sustain and tankiness was the exact criteria needed for finishing hardcore and killing Diablo. I will probably return to hardcore again in the expansion, Reaper of Souls, hopefully coming sooner rather than later.

 Note: The title of this post comes from the fact that less than 1 percent of Diablo III players have killed Diablo in hardcore Inferno. By comparison, only 6% have cleared Inferno in softcore. Amazing...

Friday, May 10, 2013

Pain is weakness leaving the body

Once again I have had the wonderful opportunity to face off against my colleagues in Unreal Tournament 3 at uni. This time with wires attached to read my sweat and pulse readings in multiple four player deathmatches in the map Deck (:D) with an armor and health giving catchup mod enabled. It was an interesting experience, especially as you have to sit rather contortedly and cannot move your hands as freely due to the sticky pads attached. Nevertheless, I enjoyed the test setup and hopefully one of my colleagues has gained some useful data. Unfortunately there still seems to be an apparent skill/experience divide, at least in UT3, which may have broke the mod on occasion (i.e. mod stacking 2-3 times more than it should), definitely noticeable at times. Plugging 5 rockets into someone and having them still standing was ... rather surprising.

Nevertheless, here is how one of the matches transpired. I would recommend watching it at 720p as UT3 looks god awful at low res:

Again I must apologise for the shoddiness of UT3's demo recording capability, especially client side. There is unfortunately not much I can do about the jumpiness and inaccuracy (aiming, audio repeating, some audio not working at all) of the replay as it seems to be a problem with the recording process. There are also no tools I know of that would allow me to play the file back more smoothly. My assumption is that it doesn't record scene-graph data anywhere near frequently enough, perhaps only 20 times per second. As a result you end up with very jittery playback.

Saturday, April 20, 2013

Riding the Walrus

Diablo III has become a chill out game for me. Whether I am working or simply doing nothing, alt-tabbing in to kill some demons is a great way to ponder the universe and attempt to understand what it is I am doing regarding my PhD research. However, Diablo III is many things for many people. For some it was an utter disappointment, a narrative letdown (something I will never understand) that did not fill the shoes that Diablo II left. For others, it is a travesty of always online DRM (something I do understand), and should have offered an offline mode straight out of the box. Whatever the case may be, I feel it would be hard to argue against what Diablo III gets right. In my opinion that is its raw game play mechanics.

Never have I played a game where so much investment, research and physical execution and ability are required to make certain things work. Sure, you can slap a whole heap of spells on your toolbar and faceroll your way through the early game content merry as can be. But come late game content, you should be asking yourself both whether this is efficient and if you can possibly make this process better.

The most successful and efficient builds come in the form of ones that eliminate the need to run a primary resource generator. For the inexperienced, this would seem like heresy. "How on in the hell am I supposed to use ANY abilities if I don't have a way of generating resource?"one may say. "Easily!", would be my response. You just have to actually look at the spells/passives you are using and work out how they can best synergise with others. Observe:

In the video I am using two handed builds typically to show how they can work with the much more difficult gearing path compared to dual wielding (i.e. no bonus 15% attack speed). Usually this requires more crit chance or lifesteal to make up for the less frequent sustain you maintain.

Saturday, March 23, 2013

Fight Night 2

Recently hosted another Fight Night ... night. This time with more games and different people. Overall it was a fun time (for most) and, although anything resembling skillful play was absent from all players (including myself), some entertaining moments did arise. Such an expectation is not something that I should really hold however, especially regarding the perspective the majority of gamers seem to have on fighting games. If you don't dislike them you will probably just regard them as fun party games for when people come round. Which, ultimately, is better than nothing.

Saturday, March 16, 2013

Zerg Rushin

It has been quite awhile since I finished a RTS game's campaign. Hell, it has been awhile since I finished a game in general. Life at the moment is not permitting much time for games besides the occasional coop vs AI game in League of Legends, something that does get stale after awhile. Anyways, Starcraft II: Heart of the Swarm has, as of writing this, come out less than a week ago and I have already dedicated enough time to it to blitzkrieg through the campaign on normal and occasionally hard difficulties. My overall judgement? It's good. I'm not sure why it took them 2.5 years to develop but hey, this is Blizzard we are talking about. They were probably high on cocaine and wading through strippers for 90% of its development.

Nice view
What did I like? Well first of all I found the story to be quite interesting this time round (compared to Wings of Liberty) and not just because it was to do with my preferred Starcraft race. I loved the music, never really getting the space cowboy theme of the previous Starcraft games. While it is true I have a fascination with things that look positively deadly, I was honestly not expecting the amount of characterization and development given to the Zerg lieutenants Kerrigan encounters. They actually seemed like a cool group of ... monsters, some of which I wouldn't mind hanging out with (if that were possible). While the campaign is a little linear (strange complaint for an RTS I know), it is not boringly so as you do feel like you are amassing your Zerg army for a final showdown.

Fashion these days ...
It is obvious they have wanted to make the control of the Zerg a bit easier, at least for the campaign. A race that could be unsurprisingly confusing to control has had some of the multiplayer/original impairments lifted. Hatcheries of all kinds now generate up to 12 larvae without the need for a queen to keep ejaculating on them. Queens can now also roll with the swarm, unimpaired by non-creep terrain, healing units in the mass like bosses. The use of F2 to instantly select all offensive units is also a godsend. Similar to the WoL campaign, you can improve certain units (some unique to the campaign) to be more proficient at certain tasks. Some of these are incredibly well thought out, turning for example a new Zerg offensive siege unit, the Swarm Host, into the ultimate defensive unit en masse. Through the use of readily changeable mutations and one time only evolutions, I turned my Swarm Hosts into units whose locusts could attack both ground and air as well as tunnel to any location on the map that has creep. This kind of clever game design allowed me to make a small pack of Swarm Hosts that could move to defend any threat (including deployed siege tanks) anywhere I had a base in seconds. Brilliant!

In Soviet Russia ... rush Zergs you!
Unlike my Swarm Hosts however, most of my other units were mutated and evolved to serve two particular purposes: durability and/or numbers. Zerglings that were tougher and spawned in threes instantly, Roaches that took less damage and created roachlings from kills, Mutalisks and Hydralisks that could regenerate health or take a heavier beating. You get the idea. My dealings with Effective Hit Points in many games (particularly Diablo 3) has convinced me that it is the most efficient way to play. Surviving longer, perhaps indefinitely, results in the dealing of greater damage. If that damage can be split amongst tens or even hundreds of units that never die, well then you have a force to be reckoned with. Nay ... a swarm.

Gotta catch em all

However all of this would not be worth much if not for the abilities they have given Kerrigan. A decently thought out set of abilities can make base/unit building and combat quite interesting, depending on abilities chosen. You could potentially turn Kerrigan into either an autoattacking or ability using killing machine should you please. I however chose to base Kerrigan around keeping my swarm alive for unreasonable lengths of time (AoE heal), as well as providing decent damage when necessary. Her passives were also built around making an army as quickly as possible through increased efficiency in drones and overlords. For her ultimate ability I of course chose Drop Pods (easily the best of the three) for even more Zerg numbers.

Why should I ... care again? Geddit?

The end result was a Zerg swarm that could literally pop up in minutes and survive against even the most ridiculous encounters. Observe.

Friday, January 18, 2013

Ultrakill LAN 2013!!!

From the 11-13th of January, 2013, I hosted the third Ultrakill LAN I have ever hosted. While I personally was a little disappointed (for some reason), most of the participants reported an enjoyable time. It was also the most expensive, largest and undoubtedly the hottest LAN I have ever hosted at $160+ (not including electricity), 14 participants and 37 degrees celsius respectively. We even managed to overload one of our 15A circuits, blowing two fuses and needing to buy new one's mid LAN. Fun times.

The following video is only a small fraction of the games that were played, but probably were the most enjoyable overall. As usual, the perspective in the video is mainly mine. However there are plenty of instances of me getting killed by almost everyone else who attended.

 Because of the insane heat, I have decided I will not be hosting Ultrakill LANs during the summer anymore, moving them pretty well directly in the middle of winter. Depending on how things go, I may host one this coming winter, though probably on a smaller scale.