I think first is well deserved and so is roberts second ![]()
At least from a level design perspective i'd rather make the first place if it was a scene in a game, just has more oomph imo
I think first is well deserved and so is roberts second ![]()
At least from a level design perspective i'd rather make the first place if it was a scene in a game, just has more oomph imo
bit of both like we do at crytek is perfect IMO
Don't give either art of level design all the power, let it be shared ![]()
Prob coming close to 300 working on Crysis 2 if you count everyone - but then that's not such a crazy number these days ![]()
Back when I started (Almost 2 years ago) there was only like 15 people working on it from a game side perspective ![]()
Quote from duxI hope you're working on the PC version of crysis 2 then chris.
not quite sure if you've noticed, but we're shipping a PC game too, on an IP that was born on PC? I'm also not a game designer, I build levels that would be the same no matter what platform we ship on
Consoles really doesnt change an FPS as much as you'd think, give or take some balancing and mechnics like auto aim and what not.
I think it was DICE who said the biggest mistake they made in Bad Company was assuming they had to make a different game for console players.
Quote from JetsetlemmingEdit: Actually nvm, because remember those initial Cryengine 3 videos where they showed off the game running on all three platforms at once with edits in the editor effecting all three? Doesn't seem like non-tech guys need to worry about individual platforms, which is awesome.
idtech5's editor is supposed to do the same thing, shame they're not licensing it. Hope they still release an sdk with rage though.
Nope - level designers here very much require quite detailed technical understanding of the consoles and limitations but the engine and art scale according to configs you run ![]()
Anyway - back on topic please ![]()
Quote from WarbyWOHOHOHO hold your horses there:
60fps > everything else .... on the importance scale !
but if your awesome new tech feature is we have infinite unique texture resolution than having lowres textures on your prerelease promotional material is kidn of a big deal
imagine splintercells promotional screenshots not having dynamic shadows for example ... cant have that !
dude we're talking about screenshots, that be 1 fps ![]()
If we're talking about fps gameplay then I agree, but personally I don't enjoy FPS games on consoles, never have and prob never will ![]()
another first! nice swiss wooden bed, only took 3 months to arrive ![]()
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Yeah or less than 60 fps ![]()
Low res textures are the worst offender ever.
man that music :santahurg: :santahurg:
ooooh cool :chap:
I'm inspired to make some level design tutorials but man, such a big subject. Could always split it up into sections.
Share the love ![]()
well, if you play now you're not going to be against those guys man. You'll prob get a 50% record if you just play standard games. The only proper vs players i did was with starcraft 1 and i had a good 70% win record ;P
man I love these videos ... such an awesome game!!!
nice! I agree with the strip light comment, would look much better than those spotlights! (on the planter)
lol mazy I know exactly what you mean. I chick shit out of all MP RTS games
Skirnish all the way
Quote11 battle cruisers + Mercinary BC + 5 Science vessels = ownage
Vs AI anyway ![]()
Quote from wackowhen they had medics in MP they were OP... I mean crazy OP with stimpack marauders were just killing everything. So they swapped them for the Medivac which was a little more spendy and did not require the tech reactor in the starport.
Ok, good point
I didnt really use Marauders in SP for some strange reason ![]()
man sucks that most of the coolest SP terran units can't be build in MP
no firebats, medics or goliaths! Sure balancing is important but boy that sucks so hard to remove standard units that we used in the first game.
Let's hope it's possible for people to make custom maps where we can use these standard units again ![]()