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Total Chaos (5 comments)
Posted by gSTRUCTOR @ 16:18 CST, 27 November 2025 - iMsg
Sup boys.

Total Chaos game is out and looks sick af.

https://store.steampowered.com/app/2208350/Total_Chaos/
Edited by gSTRUCTOR at 16:22 CST, 27 November 2025 - 681 Hits
250FPS League Season 4 (12 comments)
Posted by puritan @ 10:01 CST, 17 November 2025 - iMsg
The 250FPS league season 4 is live!
Sponsored by EGB.com, the total prize pool is $12.000.

Qualified players:
(via season 3 placement)
RussiaAGENT Russiaash BelarusCypher Germanyk1llsen Russiapavel HungaryRaisy SwedenSpartie
(via qualifier cups)
Lithuaniafire_bot Belarusfog Russiacherepoff Kazakhstanprox1mo Russiaswex RussiaVassek
(direct invites)
RussiaARSENY Netherlandsbaksteen United States of AmericaRapha

Map pool: aerowalk, battleforged, bloodrun, delirium, furiousheights, hektik, lostworld, silence, sinister
Schedule: every sunday starting 12:00 CET.
Streams & Results: can be found here
Overall player standings after 3 seasons: the current top16

Dont forget, EGB also hosts weekly cups each saturday, which have had some very decent turnouts recently.
Edited by Lam at 09:40 CST, 23 November 2025 - 1003 Hits
Unreal Tournament Podcast #9 | Featuring CARMAC (No comments)
Posted by sasDVP @ 08:27 CST, 14 November 2025 - iMsg
Carmac one of the key figures who helped turn gaming into esports. Before the stages and the cameras, he was part of the Unreal Tournament community a place where passion, rivalry, and raw competition shaped the future. His journey from fragging to founding is one of the most authentic stories in esports history.

ENJOY this podcast




https://youtu.be/zUpAMngTGnE
179 Hits
Quake 3... in a browser! (2 comments)
Posted by Teen Queen @ 17:28 CST, 13 November 2025 - iMsg
Imagine this - the ability to play your favourite arena shooter game... IN BROWSER, no download needed!

It's not an invite only closed beta from 2008, but apparently a Docker container.

10 years later, quake lite JS

From the author:

This project is a non-commercial fan implementation and is not affiliated with or endorsed by id Software or ZeniMax Media. “Quake III Arena” and related trademarks are the property of their respective owners.

Only the officially released Quake III Arena demo data files are used. No full retail game assets are hosted, included, or required; all gameplay content is limited to files that id Software made publicly available for free.

The engine is based on ioquake3, an open-source project licensed under GPLv2. In accordance with the license, the source code for the modified ioquake3 WebAssembly build and supporting glue code is available upon request.

http://q3js.com/
536 Hits
Global Combat (21 comments)
Posted by Jamerio @ 21:51 CST, 11 November 2025 - iMsg
I put together a prototype for an online multiplayer FPS game which revolves around real world factions and divisions.



Obviously everything would look a lot better with dedicated talent, but the main idea behind it was to have a game where players align to their real world alliances and do battle against their real world enemies.

I don't know if anything will come of it, its just something I wanted to put out there as I worked on it in my spare time.

My main question is, and trolling aside, do you like the idea of playing a game where your team mates are people you are aligned with in the real world on big world issues and your opposition are people who you dislike?

And of course it would have FFA type things too, but it makes more sense as a team game.

It really daunting looking at the visual quality of games like BF6, but its 400 million dollar game with about 6,000 staff.

I'm personally bored of so many games these days, so I wanted to bypass legacy rulesets for how games are made.
Arbitrary teams and factions etc, that don't really mean much, and bring in low level emotions and then build a game around that.
1300 Hits

<< Comment #1 @ 15:05 CST, 10 January 2014 >>
By yesh its SEAN CONNERY! megaman3 
cant vote, no cooller option
<< Comment #2 @ 00:43 CST, 11 January 2014 >>
By US-Nevada Vig1lante 
It's probably better not to, it seems fine without the railgun in some cases
<< Comment #3 @ 05:31 CST, 11 January 2014 >>
By United States of America T1E 
At first I've found the maps lack of weapons to be the main problem (2x pg, 2x gl!), but having for example lg+sg+50 armor makes you really invincible and that's an important control element on the map. It's fun to run around like that in pickup.

I find it more problematic that there isn't really a very advantaged point to hold, or to go to after you pick up one of the powerups. The circle-ish layout, overly balanced "sides" are actually the problem on the map. Movement, fights happen randomly.
<< Comment #4 @ 06:52 CST, 11 January 2014 >>
By 004 jamalz 
I just spec tdm and speccing the map without rail is boring for me. It might play better without rail but its zzzz
<< Comment #5 @ 07:02 CST, 11 January 2014 >>
By Denmark Vium 
why add a non quake gun?
ridiculous.
<< Comment #6 @ 09:31 CST, 11 January 2014 >>
By 2KBlack Yellack 
I agree with T1e about the advantaged area, here are some solutions. I really like 2.1, but I would need to convince akm as well as sync that this is the shit! ;D

https://www.dropbox.com/s/hsob3gy28g8bp4m/arcanecitadel.jpg
Edited by Yellack at 09:40 CST, 11 January 2014
<< Comment #7 @ 09:52 CST, 11 January 2014 >>
By Poland Lam 
Sure, add railgun to the only non-rail map and ignore all of its geometry problems. Because lack of rail is obviously why people rejected it.

Also move shaft from punishable position assuring lots of fighting... to a spawn, for more luck-based scores.

I liked this map in pickups, but if you want it played, fix the issues, not add more of them.
<< Comment #8 @ 10:11 CST, 11 January 2014 >>
By 2KBlack Yellack  - Reply to #7
So far it's just a vote, I'm note saying there should be a RG.
One of the issue imo is that there is no strong side, therefore I'd add a MH which would result in moving the LG to open up the map, else all action would be on 'one' area: RA/MH/LG.

Fixing the geometry is nothing that can be done I'm affraid, although I'm not even exactly sure what you mean by saying that.
<< Comment #9 @ 12:12 CST, 11 January 2014 >>
By Poland Lam  - Reply to #8
Why does it need to have a strong side? Limbus doesn't and it works (edit: actually it was changed after release to make the sides more equal). And reminiscent of Limbus, AC was about stealing stuff from enemy side while maintaining control of yours, whichever your side was currently.

Other maps that have strong side are Tornado and Terminatria, check their popularity ;)


The map's geometry has one major problem which is its very flat layout. Awfully flat. Only LG YA and RA JP have two layers at all (!), but you never really fight between the layers in those places. Now compare that to a simple RA room on Dreadful Place, where you have fights in so many angles it makes your head spin. And the construction is 100x simpler than any room of AC.

Which brings us to what I disliked personally and that's a set of minor problems: necessity to fit into all those small windows, or catch all those small ledges to move around, and of course the silly door that can't be shot open. Quakers like to move around and really hate hitting walls all the time.

And it's not like all of those windows and ledges are the only possible way to provide choke points, or defense against spam, or slow down certain roots. Corners, doors and jump pads still work just fine :)
Edited by Lam at 12:14 CST, 11 January 2014
<< Comment #10 @ 05:39 CST, 12 January 2014 >>
By 2KBlack Yellack 
Although not so many people voted, I take this as a no.
So it's pretty much this or leave it as it is:



Changing routes and stuff is nearly as much work as creating a new map, so we can't/won't do that.

Opinions please.
Edited by Yellack at 05:39 CST, 12 January 2014
<< Comment #11 @ 11:47 CST, 12 January 2014 >>
By 004 jamalz  - Reply to #10
maybe teleporters somewhere to change the flow. Try to find a demo of 1 team raping the other team, but both not having any super star aimers on it and ask why they got raped.
Edited by jamalz at 11:49 CST, 12 January 2014
<< Comment #12 @ 15:21 CST, 12 January 2014 >>
By 2KBlack Yellack  - Reply to #10
nm this, I tested and wasn't good.
Got a new idea tho.
<< Comment #17 @ 02:56 CST, 25 January 2014 >>
By Russia pecka_  - Reply to #10
MH and RA is too close imho. it's 3 jumps.
Thanks for improving this map.
<< Comment #13 @ 00:45 CST, 13 January 2014 >>
By USSR stpbozin 
this is so bad map. dont waste time to make frankenstein.
<< Comment #14 @ 02:08 CST, 13 January 2014 >>
By US-Nevada Vig1lante  - Reply to #13
people said the same thing with Sinister, and look how it turned it out to be after 2 updates
<< Comment #18 @ 14:40 CST, 27 January 2014 >>
By frozen Freiya  - Reply to #13
Nah. I <3 shaftwhoring there.
<< Comment #15 @ 08:34 CST, 17 January 2014 >>
By 005 005 
I don't see how rg would make this map better :) imo there are plenty of sufficient weaps already .
(voted no)
Edited by 005 at 08:39 CST, 17 January 2014
<< Comment #16 @ 05:25 CST, 24 January 2014 >>
By frozen Freiya 
No thx, despite being a railwhore.

Remove the steel bars from the windows of the secret above-RA room in TDM tho.
<< Comment #19 @ 01:51 CST, 8 March 2015 >>
By sad pk3 
no need rail just activate trigger open on quad door
<< Comment #20 @ 06:49 CDT, 8 March 2015 >>
I would prefer if arcane citadel is rolled back to the battle suit version, it became boring after that change.

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