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Posts by Taylor

  • Tell us about your horrible job

    • Taylor
    • August 19, 2004 at 8:01 PM

    I think I'm going to make a serious effort at this level design stuff when/if I move to Canada (olol, they use the monopoly money!!!1!11eleven), but right now it'd be a stupid stunt. I guess this gives me time to actually do some projects I'll finish, which seems to be a consistent problem that has left me a less than satisfying portfolio of "most popular Warcraft 3 map in its genre, which totally uses a lot of script to completely separate play from the standard game.” Yeah, it starts off good, to bad it would end right there with “and... um... I did some concussion maps, which are really popular as far as skill maps go, but look like they were made with the grid size locked on 256x256." Yeah, I suck.

    Time to make some more prefab filled abominations in Doom 3, I guess.

  • Doom 3

    • Taylor
    • August 19, 2004 at 7:48 PM

    Well, I finished it.

    Can't say I liked the ending much though, given it was just...

    Spoiler: ...BUY THE SEQUEL/EXPANSION, COMING SOON.

  • Tell us about your horrible job

    • Taylor
    • August 17, 2004 at 4:51 PM

    I did do a variety of monotonous tasks, but the great thing about monotonous tasks is they are usually quite easy to automate... So I spend my days watching my work do itself while I try to look busy just in case they notice that I don’t really do a lot except pickup wages. I still get to do other fun accountancy tasks though, all about as much fun as eating glass. It’s not permanent though, I just need to earn a fair bit of money before we move to Toronto, where super English pounds triple.

  • Doom 3

    • Taylor
    • August 16, 2004 at 10:32 PM

    Hmm, I just reached hell and I’ve got a fair bit into it, however some guy decided it would be the perfect time to ICQ me something pointless I couldn’t give a flying shit about causing my controls to lock with me running forwards full pelt into a rather disturbing looking door; despite my best efforts to do otherwise. I ran into a Mancubus, who wasn’t too happy to see me and the encounter finished with me closing down Doom and shaking my fist in the general direction of ICQ and its general ability to be a hindrance.

  • For those of you Doom 3 Mappers!

    • Taylor
    • August 14, 2004 at 6:47 PM

    I don't know if I'll stick with Doom 3, it's a cool game but the engine itself seems to be unwieldy for anything other than cramped, dark futuristic space stations. I was scared of radiant since the last time I opened it I just moved about awkwardly in the camera and created 10 brushes trying to select the monster I placed, but those video tutorials were really cool: Although I still can't navigate the camera very well, I think I won't have any glaring newbert troubles using the editor. NICE FIND SIR, WOULD DO BUSINESS AGAIN A++++++++.

  • Blade 3

    • Taylor
    • August 13, 2004 at 5:26 PM

    I thought he would be out of things to borrow from japanese cinema now?

  • Guildwars MMORPG

    • Taylor
    • August 10, 2004 at 7:06 PM

    The developers are going to keep the servers up by releasing tonnes of mini-expansions you don't have to buy, of course you will have to buy them unless you like playing by yourself. Given that most monthly fee MMORPGs add new content all the time anyway, it’s not quite the sweet deal where the developers host a massive server for free.

  • TEXTURE CONTEST MAYAN TECH WALL

    • Taylor
    • August 7, 2004 at 11:49 PM

    Kind of strange that the rocks are loaded with algae and water-damage, but the metal beneath it is spotless.

  • Post pics of where you sit all day

    • Taylor
    • August 7, 2004 at 11:43 PM

    fag

  • Quake 2 Remodel

    • Taylor
    • August 7, 2004 at 7:37 PM

    The guy in the thread with an abundance of Quake IV content.

  • Doom 3

    • Taylor
    • August 3, 2004 at 9:40 PM

    I'll tell you what I think when I buy it, you nasty little warez monkeys.

  • Small Favor

    • Taylor
    • August 3, 2004 at 9:39 PM

    Well this has simplified a bit.

    The ruleset does not determine gameplay, just governs some of it. It is not a damning feature.

    The graphics are not terribly bad, they are not even bad, they are not a damning feature.

    It is not a development fuck up.

  • Small Favor

    • Taylor
    • August 3, 2004 at 9:26 PM

    Did you even read my post, speficially the bits regarding Dungeon siege, before throwing that reply together?

    And I do wonder why you chose a game you don't particular regardly very highly of in most areas for this comparison. One would assume it would have weight in more than 2 areas if it's to be used to classify NWN as garbage, rather than an abstract comparison in 2 areas not overly relevant to the topic at hand.

  • Small Favor

    • Taylor
    • August 3, 2004 at 9:24 PM
    Quote from Ewok

    I did indeed say ...

    I'll stop you there. I think you'll find I opened my post with this very line in mind. If you haven't played a game and are riding on what you assume it's going to be like you have no ground to post about it. Even your posts about the graphics are illfounded.

    A prime example of this misinformation is when you say "the reason you level up quick is because..." no, it is not. If you had played the game you would know exactly what I was referring to, but you don’t because you haven’t, yet we still have this line right here where you ridicule the game for reasons with little foundation. The levelling up system has a set of templates you can use spend your points sensibly without being in fear or wasting them. I was referring to this simplified process that makes newbies effectively get a Level Up Wizard, while still letting players familiar with the game/rules be as custom as they want. Something you didn't know about because you're guessing; and it’s these guesses that have put it on a list of development fuck ups.

    And if a game does not excel, it is just not a revolutionary game, this is not akin to being a development fuck up.

    Quote

    Oh, I didn't say Dungeon Siege was a perfect game, not even close either Taylor. I used a few examples from which I could draw upon from the game. No offense, but unless I state otherwise, please don't assume.

    I never posted anything that could be interpreted directly that I was under assumption you thought it was a perfect game. No offence, but unless I state otherwise, please don't assume. My post was all about comparing Dungeon Siege to NWN, the same comparison you did moments before classing it as a development fuck up riding on guesswork and heresy.

  • Small Favor

    • Taylor
    • August 3, 2004 at 8:49 PM

    You really should play games before regarding them as giant development fuck ups. Neverwinter Nights does not have any gleaming graphical flaws, has a strong atmosphere and, unlike Dungeon Siege, is not a constant, linear, storyless trek through repetitive forest sections against 5 monster types with an assortment of scaling factors and colour tints with the occasional underground or cave venture. Neverwinter Nights did exactly what it set out to be, and that’s not Baldur’s Gate, it’s an adaptation of AD&D that doesn’t blow goats. It even makes levelling up easy despite the staggering amount of options and skills available to your characters.

    Neverwinter nights had an immense amount of lore, there were limitless amounts of interesting quests, alternative ways of completing them and NPC’s worth talking to who weren’t blacksmiths; whereas Dungeon Siege was basically a hike from A to B through a world with no forked roads. Dungeon Sieges only real saving grace was multiplayer and the multiplayer world (whose highlight was crossroads, fucking innovative or what) as hitting things with sticks alongside a buddy is always fun. But then Neverwinter Nights has a massive Dungeon Master system where one bodiless player can control and create all entities in the map real-time for the other players contain therein.

    And you ridicule Morrowinds class system when Dungeon Siege’s class system is this: You pick one of two character models. Three in multiplayer.

  • Small Favor

    • Taylor
    • August 3, 2004 at 6:53 PM
    Quote from Minotauro

    pff sprites for players

    Well, it's an 'animé' style, I don't think anybody has managed to produce that in 3D without it looking retarded, bland or retarded and bland. With the exception of Oni, of course, which was only so-so.

    Edit: OMGTHESPRITES.

  • Small Favor

    • Taylor
    • August 2, 2004 at 5:52 PM

    The absence of a "warning: addictive" label on Disgaea.

    But more to the point, why the developers of that game did not decide to improve the graphics engine, it is so blatantly a game first intended for the PS1 that did not undergo changes when they changed systems. Even increasing the resolution would’ve helped enormously. The sprite characters (despite their animations being very low on frames), were appealing in their own way, though, changing those to 3d models probably would’ve made it fugly.

    If they had made it contain more graphical prowess that game would've got a lot more players, and it's gameplay is extremely addictive. It could've been a SUPER MEGA HAPPY FUN HIT rather than a "sleeper hit"

  • Post pics of where you sit all day

    • Taylor
    • July 31, 2004 at 1:21 AM

    Yeah right, where I work I use a 233mhz machine that groans like it's going to explode when I turn it on, I have to restart it like 5 times and it's very unnerving since the last computer I had that did that died, but not before sending sparks flying out of the fan vent and setting my friends stack of paper on fire. And don't get me started on the work.

  • DM_Fairytale Beta1

    • Taylor
    • July 31, 2004 at 1:11 AM

    Where's the fairytale elements? It just seems surreal (not that there's anything wrong with that, it's cool). There's a gingerbread house, and?

  • Anyone wanna make a mod?

    • Taylor
    • July 30, 2004 at 11:17 PM

    It should be either counter-terrorism or WW2.

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