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Posts by Fullauto

  • Anonymous essay from a spouse of an EA employee

    • Fullauto
    • November 11, 2004 at 6:24 PM

    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.

  • New Hitman Game

    • Fullauto
    • November 9, 2004 at 3:00 PM

    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.

  • De_Halla

    • Fullauto
    • November 3, 2004 at 7:37 PM

    Pretty, but vacant. Needs more signs of life imo.

  • Paint Made

    • Fullauto
    • November 3, 2004 at 7:22 PM

    Remind me of the Oil Ocean Zone backgrounds from Sonic 2.

    Pretty decent, could do with a colour fill/gradient on the sky.

  • Best soundtrack ever in a game

    • Fullauto
    • October 30, 2004 at 8:55 PM

    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.

  • c132_prison [Farcry map]

    • Fullauto
    • October 30, 2004 at 8:49 PM

    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

  • [Q3]NoNameYet

    • Fullauto
    • October 24, 2004 at 12:58 PM

    It's really nice looking, but OL's right about the last pic been at odds with the rest of the map.

  • ns_attrition

    • Fullauto
    • October 19, 2004 at 11:05 AM

    Damn, I really like that. It's got a completely different look to most ns maps. Good work son.

  • Small Insurgency Update

    • Fullauto
    • September 25, 2004 at 9:05 PM

    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?

  • Remake HL textures

    • Fullauto
    • September 25, 2004 at 6:31 PM

    Yeah, we're losing the thread a bit.

  • TEAM NEEDED

    • Fullauto
    • September 24, 2004 at 9:32 PM

    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.

  • Looking for someone for a map colab?

    • Fullauto
    • September 24, 2004 at 9:30 PM

    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.

  • Logical Obstructions

    • Fullauto
    • September 24, 2004 at 11:44 AM

    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.

  • Logical Obstructions

    • Fullauto
    • September 24, 2004 at 5:00 AM

    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.

  • HL2 Map Design Question: Brush or Mesh?

    • Fullauto
    • September 24, 2004 at 3:55 AM

    Yeah, streamlined workflow is a big plus. Direct import from 3dsmax/maya would be a huge boon.

  • HL2 Map Design Question: Brush or Mesh?

    • Fullauto
    • September 23, 2004 at 7:21 PM

    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.

  • Remake HL textures

    • Fullauto
    • September 23, 2004 at 6:28 PM

    Killjoy

    Gman, it still doesn't look right.... The corrugated metal is too blurry and the window looks like it's floating.

  • co_last

    • Fullauto
    • September 23, 2004 at 6:25 PM

    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....

  • Some statics to sit on and some RTS buildings to look at

    • Fullauto
    • September 23, 2004 at 2:37 PM

    Cool stuff

  • HLDM - Zeromancer

    • Fullauto
    • September 23, 2004 at 2:23 PM

    I'm digging the ceiling in the fourth screenshot, very nice.

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