Lol, in other news has anyone read our new Meet the Team write up. Mapcore alumni Alex Roycewicz.
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Lol, in other news has anyone read our new Meet the Team write up. Mapcore alumni Alex Roycewicz.
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As buggy as this "beta" is, it will be me through November.
Great work again. Lol, I liked calling me out on the room of little detail.
Hi Jeremy.
I left for Respawn with the rest. 45 of 65 of us left.
http://www.cynicalsmirk.com/who_remains ... _ward.html
That sigh was for other reasons than a leak. lol
Kotaku says a fired employee has talked about Bungie's next game:
Bungie's follow-up to the Halo series is a massively multiplayer online first-person shooter, according to a source claiming to have knowledge of the game's development. That sci-fi shooter is currently named Destiny, he says, Bungie's original post-Halo franchise.
The ex-Bungie employee says that Destiny, codenamed "Tiger," will run on a new Bungie-developed graphics engine and feature unique online connectivity and matchmaking technology. It was also bluntly likened to "WoW in space."
http://kotaku.com/#!5762663/is-destiny- ... rs-of-halo
More of the terminated guy's quotes here:
Lol, this made all the guys laugh here at work. Funny as hell!
Hope the game is good, they are talking a lot amount of smack.
It's a bit more about their work flow than the combat design but a nice read none the less. I am not really a fan of the firefights in UC2. Getting one shotted by a grenade launcher/shotgun guy at the end of a long firefight drove me mad, lol.
Just quit my job after 5 years and 18 mp maps.
Crazy times.
Wow, you keep up to date!
Your interview didn't go that badly Furyo, we just suck at interviewing. I hope it wasn't too bad.
Yeah, I think we did end up with a few too many angles in several of the maps. However, I think what hurt the maps the most was the addition of all the fast moving perks. We had the layout sizes set pretty early but the fast moving players ended up disrupting front lines and validating spawns too quickly, moving team spawns around the map pretty fast.
Great analysis thanks for taking the time to check the level out.
Originally I had an all most mirrored layout. Both sides of the soccer field were elevated with alleyways that came to a peak then went back down to a C shaped road that connected to the soccer field as well. However it ended up being way too mazey. Most of the other tweaks and sight lines were adjusted after playtests and seeing what needed to be changed.
I might have some old pics I could post up. I'll have a look through some dusty old folders.
Can't wait to read more.
Anyone playing this? I have been having a good time with it. I played it at E3 last year and really didn't like it but i picked it up just to see how the 256 thing plays. Maybe I had super low expectations but I do find myself wanting to play it when I am not at home.
It definitely has its flaws. The textures are not the best, lots of texture seams, the models are a bit low poly...etc. However I do like the overall look of the levels. They need so ship a few more maps though.
The game kind of reminds me of a more elaborate Combat Arms. Maybe its just the slower pace compared to the madness at work here but I am enjoying it more than BFBC2.
It has to do with opening a port for the game.
When you are in a lobby it will tell you what your NAT setting is (lower left side of screen I think). If it is strict you will have a shitting time connecting and usually have no more than three bars. If it is strict you need to mess with your router and enable UPnP. You can google NAT settings and find out more.
The whole thing sucks but all games using the internets have to deal with it. We just put it right on the screen so people can see what theirs is set to (on all formats, even though MS didn't want us to).
My home NAT was strict and I was in a world of shit trying to get a good connection but I fixed it now and even the BC2 demo is running smooth.
Hope that helps.