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Crysis 2

  • Seldoon182
  • June 1, 2009 at 2:26 PM
  • D3ads
    • March 3, 2011 at 3:54 PM
    • #621
    Quote from Rick_D

    no idea why i responded to a faggot on another message board talking so much shit it physically pains me to read. perhaps we could refrain from linking to the ramblings of faggots in future, and maybe we can collectively keep my blood pressure down.

    Hehe, I relayed your comments to him, let's see what he has to say next...

  • Zyn
    • March 3, 2011 at 4:22 PM
    • #622

    This is as far as I can get in the demo right now, and that's just the login screen!

    [Blocked Image: http://dl.dropbox.com/u/3688889/crysis-it_just_works.png]

    It has been like that for DAYS...

    Only a few people have been able to fix that problem by tinkering with the Windows Firewall... but others like myself who do not use Windows Firewall at all, are screwed.

  • Warby
    • March 3, 2011 at 4:31 PM
    • #623
    Quote from e-freak

    not in the liberty to say anything about the demo build but i'm gonna drop this link here:[gametrailers]711208[/gametrailers]

    cry engine now properly supports maya ? thats awesome !

  • deceiver
    • March 3, 2011 at 4:42 PM
    • #624
    Quote from Warby

    cry engine now properly supports maya ? thats awesome !

    Yeah, my jaw dropped when I saw that today. Real-time ftw

  • Grinwhrl
    • March 3, 2011 at 5:03 PM
    • #625

    I want to use this!

  • Vilham
    • March 3, 2011 at 6:32 PM
    • #626

    I sent the ap, now to sit and hope my password protected page gets me at least an interview.

  • Gloglebag
    • March 3, 2011 at 8:02 PM
    • #627

    Is it just the replay or does everyone but me have zero recoil?

  • Bunglo
    • March 3, 2011 at 10:43 PM
    • #628
    Quote from Jetsetlemming

    http://uk.pc.ign.com/articles/115/1153248p1.htmlYou need user feedback to realize PC players like options? Half the people I see talking about the demo are launching it through a .bat file to get all those launch options peris posted in. :neutral:

    *sigh*

    That interview doesn't make me feel good. Crysis allowed for each setting to be tweak as needed, allowing the user to find the right balance between performance and visuals. Now they dumb it down and force us to pick between three settings. Not every one wants to sacrifice performance for better visuals and vice-versa. PC gamers are notorious for hacking a game to suite their needs, releasing a multiplayer demo that gives us basically zero options for setting up the game less than a month from release isn't the proper way to get feedback.

    I fear that consolitis has infected Crysis 2

    I still think the demo's fun though, I just pray that the actual game doesn't confirm my fears.

    Quote from Gloglebag

    Is it just the replay or does everyone but me have zero recoil?

    Noticed the same thing, pretty sure it's the replay. Or they have aim assist on (who the flip gave the OK on that decision [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] )

    Quote from Zyndrome

    This is as far as I can get in the demo right now, and that's just the login screen![Blocked Image: http://dl.dropbox.com/u/3688889/crysis-it_just_works.png]

    It has been like that for DAYS...

    Only a few people have been able to fix that problem by tinkering with the Windows Firewall... but others like myself who do not use Windows Firewall at all, are screwed.

    Have you tried canceling your server search before joining? That works for me sometimes. One thing I'll do is click on a server and hit the 'info' button near the bottom of the screen. If you can see the players in the server, you'll probably be able to connect. If you can't view the info, you're most likely going to get a similar error.

  • Zyn
    • March 4, 2011 at 5:07 AM
    • #629

    I think you missed the detail that I can't get passed the Login screen ... you know, the first menu you see when you start the game.

  • Bunglo
    • March 4, 2011 at 5:33 AM
    • #630
    Quote from Zyndrome

    I think you missed the detail that I can't get passed the Login screen ... you know, the first menu you see when you start the game.

    Yes, my mistake. This happened to me once before but it was "solved" through no effort of my own.

  • Skjalg
    • March 4, 2011 at 5:42 AM
    • #631

    Throwing things solves nothing! At least thats what my dad says.

  • Bunglo
    • March 4, 2011 at 5:50 AM
    • #632
    Quote from Skjalg

    Throwing things solves nothing! At least thats what my dad says.

    I have no idea what you're talking about...

  • skdr
    • March 6, 2011 at 8:06 PM
    • #633

    Still can't play the demo on PC. Does not let me log in. Any ideas?

  • Pampers
    • March 7, 2011 at 1:26 AM
    • #634

    [Blocked Image: http://i.imgur.com/TymZ4.jpg]

  • Jetsetlemming
    • March 7, 2011 at 1:41 AM
    • #635

    That might be something to think about if any thought whatsoever was put into the Crysis 2 map instead of an asshole scribbling all over it and dying the whole thing blue, as if anyone's getting naded standing on the helipad or that building you can jump to in the top right from the roof with the water tower.

    Not to mention IMO the limited lines in the CSS map are bad and make for camper/sniper rewarding gameplay at the expense of any other strategy or loadout. In every "popular" CS map you can count on over half any given team to be sitting perfectly still with a sniper rifle, scoped, staring at a choke point, and it's awful (just like unmodded CS is in general)

    Also it's missing a ton of blue areas, like the tunnel with the big wooden doors at the top of the map, while the big ramp that goes down to a dead end is all blue when nobody ever goes there, because it's a dead end, and trying to ambush somebody from below them instead of above puts you at a big disadvantage and nobody ever tries that except in specific map layouts that might excuse it, like if the trench has open area on both sides above it to give more visible targets to the ambushee, thus distracting them from the potential ambush point.

    Edit: Also that area south of the tunnel most of the CT spawn in, that's past the wooden doors at the bottom of the slope from T spawn. It's a popular area to get headshot, but lots of grenades get thrown around those doors as well.

  • Thrik
    • March 7, 2011 at 9:12 AM
    • #636

    That image implies that heavily restricted playing areas in a multiplayer shooter is a good thing. As a huge fan of Battlefield — particularly its larger, more open maps — I can safely say that I don't think this is the case. Makes gameplay more interesting, more reliant on skill and adaptation rather than simply memorising the map, and it makes the game feel more dynamic as a whole. The further away I get from the theatre rehearsal gameplay of a typical Counter-Strike match the better IMo.

  • Rick_D
    • March 7, 2011 at 1:25 PM
    • #637

    shut up.

    counter strike has some of the most brilliantly tactical and dynamic gameplay in any game ever made. ever.

    i don't say that lightly, there isn't a single other game that has as much going for it as counter strike in terms of tactical competitive play. quake comes close but is still severely reliant on individual skill; counter strike is a game where a team with less than brilliant players can beat a better team as long as they have decent strategy behind them.

    the same problem that is prevelant in modern warfare affects a lot of modern shooters, and that is that maps are incredibly open and circular, meaning you run around in circles chasing each other and getting shot in the back, whilst grenades can be thrown from one end of the map to the other.

    something that affects modern video game design is that we don't have much limitations any more, at least compared to the limits that affected the early half life days. meaning more thought had to be put into levels to get the most out of them. nowadays you can just throw shit into a level and not give a damn, and the gameplay suffers.

  • dux
    • March 7, 2011 at 1:39 PM
    • #638

    What rickles said.

  • Thrik
    • March 7, 2011 at 2:00 PM
    • #639

    Maybe it does, but that's largely because the level design imposes a certain style of play upon people. Larger and more open games like Battlefield can be absolute messes of gameplay, but if you do play with people who play the game strategically — and DICE employ various tricks to encourage this, not least the commander role — it's a far more satisfying tactical and strategic experience than Counter-Strike in my opinion.

    I can't deny that Counter-Strike offers a good experience, but it becomes extremely tired very quickly once you've gotten used to a map because everyone does the same thing every time. I could practically play the two Dust levels in my sleep, literally pulling the trigger before someone appeared in a certain place and/or shooting them through surfaces because the game played in such a predictable way.

    Eventually it got to the point where I and most other people knew every Counter-Strike map inside out, and matches became little more than going through the motions and whichever team had the fastest and most accurate twitch skills (usually me ) won.

    Whatever the case, arguing that the more tightly controlled style of Counter-Strike is superior to something seemingly more chaotic like Battlefield or Crysis is something I contest. And that's what the image was presumably trying to do. Both have their appeal, I wouldn't have invested countless hours into the fuckers if not. But I much prefer a game which gives you more freedom because with the right people it leads to deeper strategy, and am glad they've evolved as such. If people want to continue playing CS-style games that's fine with me.

  • Rick_D
    • March 7, 2011 at 2:52 PM
    • #640

    i understand your point entirely.

    i think it can be broken down into 2 categories:

    - large open maps

    - small compact maps

    i think trying to cram a 'sandbox' feeling into a tiny map just leaves you with a cluttered box. whilst trying to make a chokepoint riddled large open map leaves you with something like a spiderweb of awkward navigation.

    but whatever, i think that image is misleading and pretty obvious trolling, as anyone has played the map will realise. it's obviously not as streamlined as old school games but i guess that was a design choice. the other maps are actually really decent, and while they still have that particular circular feeling there's a lot more chokepoints and tactical options.

    i had endless amounts of fun playing the car park map, and i am sure you guys will too.

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