Prey in 1/7th the time.
Posts by Fletch
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Moral of the story is that sometimes you need to know when to quit moving the goal posts and just ship the damn thing.
I honestly hope they'll think of open sourcing some of the maps/textures/resources if for no other reason than to show aspiring community members some examples of SP design.
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First off, let me say that this new art style's milkshake is bringing all the boys to the yard. Hotness.
Second, this makes me happy that somebody at Valve understood the value of the TF franchise. It's not supposed to be a hyper realistic military ops game. It's camp. You've got a spy with pills for grenades. You've got engineers building automatic turrets in hallways. You've got someguy with a fucking chaingun on his hip. It's campy fun that buildings on classic stereotypes, so I'm glad they're playing it up.
As for FF, I think it will still have a niche market. It has one thing going for it that TF2 won't: the possibility of innovation. TF2, when it comes out, will essentially be locked down. It might get a new map every few months, but the rules and gameplay won't change much. FF provides an outlet for innovation. It has the ability to add new weapons, abilities, classes, and most importantly: custom maps. Part of CS and DoD's success was the fact that the community could actually change the game by getting new levels in. If somebody make a really badass TF2 map, it will be just that. Maybe some servers will give it some play time, but it will never be drafted into official rotation. That same level ported over to FF stands a chance at going into an official rotation into a mod. I think there is value there simply from the vantage point that level designers can keep it alive be co-developing for TF2 and FF. So I hope the FF is able to key in on that. Valve is a lumbering giant. You can't take it down, but you can stay alive with the ability to be nimble and quick changing.
But still, TF2 just made me buy Ep2.
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I get the feeling we're all going to be standing around for a while looking at each other going "did you buy it yet?" because nobody wants to plop down $15 until we see some reviews.
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best of luck with it regardless.
Something I think would actually make for an interesting read would be doing case studies on popular levels from multiple genres (SP, DM, Teamplay, etc) to show what does and does not work from a gameplay perspective.
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$0 because there really isn't much that you can't find on the internet for free. Engine technology changse so fast that it seems like any specific technical data is going to be out of date before long. Plus, articles about level design theory are already out there, and many of them are well written. There are some Q1 and Q2 editing websites that have great sections on gameplay and theory.
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IGN of course being reputable and not at all swayed by the advertisements splashed all over their sites.
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Yeah.... I was being sarcastic.

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He hasn't been in any movies recently. What's he up to?
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That's kinda starfoxy.
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I hope Zidane's statement is just quoting NWA
QuoteHere's a little somethin' bout a nigga like menever shoulda been let out the penititary
Ice Cube would like ta say
That I'm a crazy mutha fucka from around the way
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That game really needed some more repetitive turkey spawning.
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Went to visit my friends last weekend and came away with these.
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[Blocked Image: http://www.mapcore.net/fletch/photos/lawrence/DSC00017.JPG]
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Timesplitter's duel flareguns in DM with one hit kills on. That is some fun shit.
Oh, and Mikey.... HAAAAAAALLELUJAH!!!
[Blocked Image: http://web1.dignews.com/admin/screenshoot/w3d_weapon_06.jpg]
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You don't appreciate the genius of Zidanne. All those great players before him who bowed out gracefully in their final game with a wve to the crowd, we never see those clips of them leaving. This thing is going to be played forever. He just went viral on the internet. A footballer for the internet generation! Plus, if you're going to leave the game, you might as well get in one last fuck you.
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OMG mirrored at Lanmaniax! The Cold War really is over.

Sorry I didn't comment on this for a few days. I was out of town. My next major edit will hopefully be to find a cleaner way of doing the exterior walls in a different texture (the church will still be predominantly the same texture but will be re-trimmed). It will also give me a chance to redo some visblocking.
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Well the CS:S hostages use the bot navigation mesh, which has special commands to say when to jump down things and when the climb things, so there is hope (I'll just have to figure out if I can get them to shoot out grates correctly, which will probably be the bigger headache). The bots can climb the ladders in cobble, so that is a good sign.
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Quote from MJ
some people just dont like dark maps...
Some people don't like CS_ maps.... doesn't stop me from making them. as I've said, the playable areas will be bright enough to play in. The non-playable areas will be shadowy to help trick the eye into thinking things are darker than they are. Plus, I've been fairly vigilant about going back to the original Docks and keeping the overall gamma level similar. In many areas, this is actually brighter.
As for the ramps, they'd have to be less than 40 degrees for players to run up them at a good speed, so they would end up being pretty long. I'm somewhat confident that the CS:S hostages are smart enough to get up ladders now, so we might be in business here. And the current wy I have it plotted leaves for 3 manholes (near CT spawn, main combat corridor, near one group of hostages) similar to the 3 entrances that were in the original docks. Plus it would be fun to play with volumetric fog down there (i love killing frames). I just need to look into what props/textures I have available.
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Ronaldo had more fake falls than Benny Hill.
OOOOOOOOOOOOOOHHHHHHHHHHH. I went there.