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  3. Algor

Posts by Algor

  • Dark Souls

    • Algor
    • November 22, 2011 at 9:00 AM

    I got him! Son of a bitch, I got him. Took about 3 more tries tonight. I went off to farm some more stuff but was dying there so I just went back for Gwyn and took him down just with

    Quote

    good fire resistance and endurance gear with lots of blocking and careful attacking

    . Despite some of it's problems, I would still give this my game of the year award.

  • Dark Souls

    • Algor
    • November 21, 2011 at 10:45 PM

    What is he using? Drake sword? I am using flame katana+10 and +4 black knight shield.. I should probably go grind more to get the +5.

    I was doing a bit better last night, got him around 50% health. I took some time to head back to the Great Hollow and got the endurance ring which helps quite a bit. I have done about 3 successful parries the entire game so I don't know how well I will do there :/ My char is melee focused, something in the upper 70's

    Quote

    It also seems like when I roll away from his grab he still gets me, when in the videos I have watched they avoid the grab?

  • Dark Souls

    • Algor
    • November 20, 2011 at 7:19 AM

    I'm at Gwyn now...

    Quote

    unfortunately due to the game's failure to communicate anything correctly, I did not buy Iron Flesh nor can I buy it because the merchant is gone. It seems like I can get him to 80% but then I'm just stuck in a battle with no health and no endurance and nowhere to recover.

  • WIP in WIP, post your level screenshots!

    • Algor
    • November 17, 2011 at 7:30 PM

    the windows could use cubemaps/env mapping/whatever to reflect the surroundings and feel more a part of the scene.

  • Rage editor

    • Algor
    • October 11, 2011 at 10:21 PM

    Oh yeah, didn't think about that part. Thanks

  • Lighting practice worlds?

    • Algor
    • October 11, 2011 at 9:48 PM

    Awesome, thank you guys. I had seen that Deus Ex world poking around last night, but didn't see a download link. That should be a good one, as well as the Crytek one as sort of being the lighting standard world. I know some of the guys here use that to get ramped up on the tools. I can always suggest the existing ones in L4D2 and UDK since those have pretty high visual fidelity already and lots of space to work with and try out different techniques.

  • Lighting practice worlds?

    • Algor
    • October 11, 2011 at 6:23 AM

    This is probably an odd request, I've got a friend who is just starting in the game industry but wants to transition to more of a lighting artist. The problem is to light something well you need a good looking scene to begin with. Does anyone know of a site that releases something like a small scene where people are encouraged to poke around and edit the lighting and atmosphere of (with permission)? Something that might compare to like the style guide worlds in L4D2. The preferable tool he is looking for would be UDK. Thanks.

  • Rage editor

    • Algor
    • October 11, 2011 at 6:12 AM

    Apparently you launch the tools with a console command "idStudio" but it doesn't do anything. If you enter "Find studio" in the console it lists that command also as the only option as well.

  • Dark Souls

    • Algor
    • October 7, 2011 at 11:46 PM

    no thread for this? am i missing something?

    holy shit this game is hard, but it's also very good. it is also extremely light on telling you how to play the game, so share tips, ask questions, cry together.

    - there is a merchant in the castle area, sort of hidden under some boxes and down some stairs

    - to shoot a bow you have to equip the bow and equip the arrows in the arrow slot

    - when creating a class, don't pick the ring that says it will regenerate HP, that is a typo.. it just increases your HP cap

    ? How do you write or rate notes left in the world?

    will write some more stuff up later.

  • Whoopservatory - HL2 EP2 singleplayer

    • Algor
    • July 22, 2011 at 8:15 PM

    Just finished, great work . Just about the perfect length- good story, combats, and puzzles. I thought the architecture and the scale were dead on. The architecture fit in well with the universe but also brought something new, even if it was just one location.

    If I were to have any complaints, I might say there was one spot where I was looking out the window down at the trees just outside and it seemed like they were floating, but that could have just been a coincidence of the fog distance or the angle I was viewing from.

    :monkey:

  • Whoopservatory - HL2 EP2 singleplayer

    • Algor
    • July 21, 2011 at 12:58 AM

    Cool, will try to check it out tonight

  • Bioshock Infinite (Spoiler free thread)

    • Algor
    • June 16, 2011 at 8:40 PM

    Wow, looking better every time I see it. Yay for color!

  • Bioshock Infinite (Spoiler free thread)

    • Algor
    • June 10, 2011 at 9:03 PM

    Thanks for those videos, Mazy. Very neat to see their approach to how those started out and evolved.

  • WIP in WIP, post your level screenshots!

    • Algor
    • June 7, 2011 at 10:50 PM

    Looks good Psy, shouldn't the tree around the nighttime lamp post be receiving more light though?

  • The golden age of mapping

    • Algor
    • May 25, 2011 at 10:55 PM

    No cs_backalley? D: Though I did seem to like a lot of the more obscure maps like cs_forest with the hilarious turret at the end that would gib people. Fun to look through all these, good times! Pretty clear though why the successful ones emerged as they did (simple layout, bright world, easy to read texture set).

  • WIP in WIP, post your level screenshots!

    • Algor
    • May 13, 2011 at 6:49 PM

    Looks cool, CJ. How easy is it to do the new lighting?

    I have a question on a L4D map I am working on... do I need to tag anything special on weapon/item pickups so the survivor AI know to pick them up, or should they do that automatically? Or is this one of the things I should just adjust the positions of the objects a bit (like raise them up)?

  • WIP in WIP, post your level screenshots!

    • Algor
    • March 22, 2011 at 1:21 AM

    tlovemark, if you have any time I might suggest trying to do some tricks to highlight the playable area. I don't know if the players are in your screen, but there are some bits that look layered and could be a bit difficult to read. Players should feel pretty comfortable about where they are and where they are going. Something like some rim lighting to pop the traversable path from the background might do the trick. Looks cool otherwise!

  • Jake Martin - Level Designer

    • Algor
    • March 1, 2011 at 10:54 PM

    Your resume is way too long. Let your portfolio do the talking.

  • WIP in WIP, post your level screenshots!

    • Algor
    • February 8, 2011 at 6:33 PM

    Very cool, Peri. What is the extent of your room generating? Is it fully procedural, or by component, or by room?

  • Combat design

    • Algor
    • August 7, 2010 at 11:57 PM

    Funny these are not on the anatomy of combat;

    - Being able to quickly read the environment

    - Being able to see your enemies easily (art direction as a whole, clarity of environment, brightness of environment)

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