And there was me wondering why a lot of EA games lack soul......
Scary stuff there, wouldn't wanna work in a place like that ever.
And there was me wondering why a lot of EA games lack soul......
Scary stuff there, wouldn't wanna work in a place like that ever.
Turn over times are getting very short for the hitman games - compared to hitman 2's protracted development cycle (oh how I waited), this one's predicted to come out in the blink of an eye.
More hitman = a good thing. I liked the last one a lot more than number 2, revisiting the first game's locations was fun. More significantly, the AI was dumbed down, thank God, no more twitchy guards seeing through my full body disguise ![]()
Freedom Fighters 2 would be nice, the last one was a blast.
Pretty, but vacant. Needs more signs of life imo.
Remind me of the Oil Ocean Zone backgrounds from Sonic 2.
Pretty decent, could do with a colour fill/gradient on the sky.
Redzone (old megadrive game - rom availible for dl on the author's site ) Check out his other stuff, 'tis good.
The silent hill games have great soundtracks, always a nice mix of ambience and vocals.
I get a slight Goldeneye vibe off it. Fairly good, but bland imo. Still, kudos for the first indoor FC map I've seen here ![]()
It's really nice looking, but OL's right about the last pic been at odds with the rest of the map.
Damn, I really like that. It's got a completely different look to most ns maps. Good work son.
Cool stuff indeed.
A question with regards to the music: Will it be context sensitive? In other words will it switch to an action track while fighting and something less dramatic when not?
Yeah, we're losing the thread a bit.
The internet is not a gentle creature.
The lads are saying the truth: You're going to have to try a lot harder if you want people's cooperation.
Wow, cool beans.
I'd be severely tempted to partake in this, however, in all honesty I can say I'm not up to the standard you're looking for.
By the way, I think you ought to plump for something unreal based - HL won't do the models justice.
Hmm, never been a fan of that. Just killing the player seems harsh and a bit thematically dodgy. However, as pointed out, it's probably no worse than using invisible walls or finding reasons to block off an entire block.
FarCry's system for doing this was quite good (send a helicopter gunship after you if you strayed too far out, after warnings of course) - at least you saw why you were been killed. However, it was a rare occurance, FC never really needed to limit your movements on its islands, so it only came into play when the player decided to swim for it into the wide blue yonder.
I'm not sure what context you could find to kill a player for wandering in the city. The only one which really appealed to me is - and this makes a few assumptions about your theming - snipers. If you 'marked' no-go areas by having red lasers sweeping across them, the player would have a natural and non-reality breaking reason to stay in the gameplay area. You could make the lasers converge on the player, giving him/her a time limit for being out of bounds, perhaps fire a few warning shots and have the mission controller (if there is one, like I said, assuptions are been made
) scream at the player to get back.
You could reprise the helicopter I suppose, but you'd have to have a reason why it couldn't chase the player once he/she'd crossed back into the boundries, tough to explain.
Fast moving Traffic - Having a stream of fast moving traffic that will kill the player is a fairly reasonable block. Even though in reality you would get breaks in the traffic caused by quiet momets/traffic lights, I think most players would be happy to accept this as a logical boundry.
Delivery Vans etc - Depending on the width of your street, you could probably block it using a bus/delivery van/dumpster truck. Just something large you could expect to see stopped. While it's not something you'd want to over use, it is an option.
That's all I can think of at the moment. To be honest the diagram represents a bit of a nightmare. I think you could perhaps cull off two of those junctions without compromising your theming one bit.
Yeah, streamlined workflow is a big plus. Direct import from 3dsmax/maya would be a huge boon.
A torus tool y'say?
Imagine the mayhem that a bit of carving could do....
Mmmm.
To be honest I wouldn't mind having to model simple details like pipes. It's the complex ones I'm worried about.
Killjoy ![]()
Gman, it still doesn't look right.... The corrugated metal is too blurry and the window looks like it's floating.
It's NS, they don't do new textures ![]()
That flare light in the third pic looks really rubbish, try to find something more subdued (or make your own, flares are easy as hell, just use the gradient tool and a bit of levels adjustment).
It's solid enough, but where's the theme? Where's the centrepeice? It's gotta stand out somehow....
I'm digging the ceiling in the fourth screenshot, very nice.