mines preordered with a kewl pewter figurine
woot.
mines preordered with a kewl pewter figurine
woot.
post an sdk (aka the model unwrapped) so people can give the skin a go and post it.
you said it was for quick scene, i'd say you went above and beyond.
I say this because you added like water damage under the tires on the side... thats a mark of a person who knows what he's doing.
KUDOS
your edge detail seems really well put together.
can i see the flats so i can give you a more even critique... looks awesome though.
just kidding, somebody told me to say that.
i think it looks super amazingly non constructivy commenty awesome.
I THINK IT SUCKS ASS!
as i THOUGHT i stated pretty clearly, thats not a medic, its a guy in your squad. And as a tentpole of our game is a squad that cares about each other and hopefully the player in turn cares about... he was just checking to see if his buddy was dead.
If I was in battle and my friend went down, I'd run over and check him, probably different for everyone.
Half life had a killer ending with the gman telling you to come work for him...
I do have to give the props to FF7 as well
WORST ENDING EVER IS metroid, if you beat it in OVER two hours (like most mortal people)
you just get a picture of samus in her suit and its like "congrats NOOB" and thats it, you wasted WEEKS!
the concept of downtime is present in bia... but its really only to deliver story...
we had a concept like what you're describing for a while where you could move around an area and clear mines and stuff... in the end it just felt tacked on.
the game is authentic of actual ww2 events and people... realism we are not claiming to be 100% on...
you don't get shot and die slowly as a medic gives you morphine so the last 20 seconds of your life aren't painful... even though regretful.
people died in ww2 from things outside of their control... mortars and things there is no way they could avoid.
sargeants who lead squads had to follow orders to the T and not really make many of their own decisions.
there were days of downtime... where soldiers ate k rations... took shits in the forest... sat around doing mundane chores like pulling jeeps out of the mud.
bottom line, realism != fun. Authenticity is something we can go 100% on and still be an entertaining experience.
*picks up +20 strength sword of perseverance*
which is why he wouldn't grab a body and drag it 20 feet...
it wasn't a medic it a guy in the squad named Corrion.
He was covered in the road because they had already elimated the threat on it, so he went to check the body real fast full knowing he had to leave it. It's not totally uncommon to do this. Dragging the body would take time and is far more likely to get him killed them simply checking it.
moved to releasage.
maybe if we picket or something... you know... have an anti bush rally against RD... bring some fun signs.
any mod that aims "high" to "succeed" will do directly the opposite.
I'll break it down from someone who has been around a LONG time (as have many people here on the forums.)
Aiming high is a long term goal. Any mod with ONE long term goal will do the obvious, fail. You don't work from a central location, you rely on work from outside sources who might be a shade over forteen... in fighting... the works. Any mod with many short term goals culminating in a long term will probably succeed more than your average.
Step one, make a release idea. This idea should be simple and bordering on normal. This will take far longer than you have ever imagined and will be no where as cool as you think. It might even sorta suck, who cares release it... get feedback get your name known. People play crappy games, and like them. This helps to build a fan base and community to fall back on when your team eventually leaves you citing "his mom will sue you asshole!@#!"
Step two, is the long step. Repeat step one only adding a few things each time. Modding is evolutionary not revolutionary. It gets better with each release.
I'm really not trying to diss you. But you like many MANY others have ventured out with stars in your eyes and no experience in your brain and expect to become the greatest mod "evar."
Oh and CS and DOD were so popular because no one had done a mod like that yet when they released... and all the clones (don't kill me for saying the word) failed afterward.
BRAIN SAUCE WINS!
we used satellite photos and went to normandy and took 9000 pictures and recreated every inch of it.
ONE TO NOTHING!!!!
In all seriousness, the real fault with your post is it's a typical mod post. In the veign of here's 8 model renders and heres a few paragraphs on why we're REALLY GREAT!
Yes, you have historical accuracy... what makes your game FUN? There's a thousand other places you can get cool looking ww2 weapons vs nazis... what sets yours apart? That's what you have to prove to turn their heads. Just because you're making a mod for a first person shooter doesn't mean your mod has to be your average team on team class based ctf (which as far as I can gander is what your mod is.) You claim to be all about accuracy but there were very few radiomen in the 82nd airborne and their usage was to call in naval bombardments and such and these men were really only tied to colonels... medics is the same thing... from a gameplay standpoint I've seen it... the magical medic who runs around and "bandages" your hitpoints back up to a 100. Realistically the medics (and there were very few) that came in off the beach heads had a fairly simple job, save whoever they could and make the rest comfortable when they died. I don't want to play a game where I make people die comfortably... doesn't sound like much fun really at all. Yes, I know I'm rambling on and jumping to some conclusions... but it seems fair to jump to them.
RULE ONE MAKE IT FUN
Then brag about how authetic you are.
i would like to point out that the KU video game site ALSO liked our game
so eat it
unless of course that crate is filled with friggin unstable nuclear devices...
but since your crate is obviously like 60 years old... i doubt anything worthy of CAUTION A CRATE is really there.