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  3. mikezilla

Posts by mikezilla

  • Bakers Brothers in the arms of John Antal

    • mikezilla
    • April 20, 2004 at 9:12 PM

    sky, building texture, all the ground textures, oh and the tank texture.

  • Bakers Brothers in the arms of John Antal

    • mikezilla
    • April 20, 2004 at 5:33 PM

    I think that was his way of posting new screens.

    The preview last night had a ton of new ones..

    I think it was gamespot.

  • So the battlefield forum got axed for this?

    • mikezilla
    • April 19, 2004 at 8:21 PM

    battlefield forum got axed because there isn't a lot of actual battlefield talk... its all about mods

    so pimp your mods in mod pimpage.

  • THE ENGINE IT USES

    • mikezilla
    • April 16, 2004 at 10:16 PM

    http://udn.epicgames.com/Powered/WebHome

    duh.

  • Which engine is this game using?

    • mikezilla
    • April 15, 2004 at 10:50 PM

    uh we did?

    who?

  • OFFICAL SITE - Brothers in Arms

    • mikezilla
    • April 14, 2004 at 5:48 PM

    i've said it like 100 times but..

    BiA is definitly NOT a rambo shooter.

  • OFFICAL SITE - Brothers in Arms

    • mikezilla
    • April 14, 2004 at 5:35 PM

    hmmm what an odd conversation we're having

    perhaps I should chime in and clear a few things up.

    First of all, Taylor is right about counter strike. Counterstrike as a game is fun because of its mix of realism and total arcade insanity... I wouldn't change a damn thing about that game and that's why I don't play any of the other realistic tactical shooters... because they're far too realistic.

    As far as BiA goes (and please don't argue with DD about this given his relative infancy with the project) realism is something we're using to tell a story. For example, some games make a bunch of things realistic for the sake of being so, but don't balance the game around it... like bleeding to death or breaking your leg or having to hold your breath underwater... yadda yadda yadda. If you add in gameplay mechanics you have to balance them out in the gameplay or you have a shitty game... With BiA we based the gameplay around squads and real guns and people... and I'm sure everyone's like real guns != fun. But they can if done correctly... you have to add nuance so when you pick up a bar as opposed to a thompson... there's a difference that's obvious and useful in terms of gameplay.

    I'm rambling... the games gonna be fun. Not because we used realism... because it's fun.

    now lets all have cake.

  • Which engine is this game using?

    • mikezilla
    • April 14, 2004 at 5:21 PM

    the ugo interview that Randy did names pc, xbox, ps2, and gamecube.

    On a sidenote splinter cell is the unreal engine and was ported to ps2... and splinter cell is published by ubisoft.

  • Which engine is this game using?

    • mikezilla
    • April 14, 2004 at 7:35 AM

    it sure is the SOURCE of the problem...

    i cant do it as well.

    (that's a joke not a confirmation ass heads)

  • Which engine is this game using?

    • mikezilla
    • April 14, 2004 at 12:04 AM

    WHERES KARNOV OR BUBBLE BOBBLE!@

  • just when i thought this game was bs

    • mikezilla
    • April 13, 2004 at 1:12 AM

    I"VE BEEN LIVIGN A LIE!@!@ OMG NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    KAHNNNNNNNNNNNNNNNNNNNNN!!!!!!!!!!!

  • small screenie but screenie none the less

    • mikezilla
    • April 12, 2004 at 8:09 PM

    i don't even need to respond to that comment.

    Call of duty set out to make a first person action game where you kill half the german army rambo style.

    That was not our goal.

  • small screenie but screenie none the less

    • mikezilla
    • April 11, 2004 at 11:48 PM
    Quote from Taylor

    I just hope to God it isn't one of those war games where you need to abuse quicksave and quickload every other step. And your entire fate for most fire-fights is decided by the code's random seed value, used to generate the accuracy cones of the enemies instant-hit, high damage weapons. And big climatic battles turn out to be one big uninteractive scripted sequence where you have to do exactly what the developer tells you to or die... to instant-hit, high damage weapons or random explosions.

    i agree with you as well.

  • small screenie but screenie none the less

    • mikezilla
    • April 10, 2004 at 6:29 PM
    Quote

    a realistic ww2 game would be cool im thinking in the lines of rainbow six realism, where shots kill. Then having the scenarios be more controlled and less soldiers instead of a small squad of americans defeating the entire german army would be neat

    but thats just me, im just generally tired of these generic ww2 games where ur pretty much invincible

    ______________________________________________________

    Judging from the screens and the quotes on the site, it appears like "saving private ryan" the PC game. A single player campaign with an immersive story and characters you connect with would be cool. Maybe I'm wrong though and gbx has something completely different in mind...

    I agree with both of you.

    hmmm

  • small screenie but screenie none the less

    • mikezilla
    • April 9, 2004 at 8:28 PM

    totally.

  • small screenie but screenie none the less

    • mikezilla
    • April 9, 2004 at 5:30 PM

    like WAY suped.

  • small screenie but screenie none the less

    • mikezilla
    • April 6, 2004 at 4:49 PM

    and for the lazy

    [Blocked Image: http://www.warstory.net/images/Buddies.JPG]

    but still go to the page anyway for the keen quote.

  • small screenie but screenie none the less

    • mikezilla
    • April 6, 2004 at 4:46 PM

    d4 woot

    http://www.warstory.net/d-4.asp

  • Important please read.

    • mikezilla
    • April 2, 2004 at 7:32 AM

    closed because my april fools joke sucked.

  • Important please read.

    • mikezilla
    • April 1, 2004 at 9:20 PM

    I wasn't sure where else to post this but since most of you guys come to off topic I figured here was the best place...

    A big shitty day all around.

    I talked to Zaphod for a while today about his decision to go back to college and we both kinda came to the decision that mapcore has been on the decline for the past few months... pretty steadily...

    Normally this wouldn't bother me and I wouldn't make any decisions based upon the popularity of the channel... There is a problem however. Right now because of the bandwidth needed to run these forums it's running me 100 dollars a month. Since I took over I've spent well over a thousand dollars on the site and the forums where not much content has actually surfaced. I don't really know what other decision to make.

    If you guys have any ideas on how to not only increase mapcore's awareness but at the same time get money to run the site please feel free to email me or post it here. Spelled out this means within the week I will be shutting down the site.

    best wishes

    mike

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