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Posts by R_Yell

  • Fistful of Frags looking for *smart* level designers.

    • R_Yell
    • October 3, 2007 at 10:55 AM

    Hi Meotwister, in case you wanted to test the mod for the moment, you only need to register in our forums (mainly because the download, info and future updates will be posted there).

    BTW, would someone like to see examples of how works our game mode? I mean things like the objective setup and how you can alter the routes/choke points dynamically.

  • Fistful of Frags looking for *smart* level designers.

    • R_Yell
    • October 2, 2007 at 7:41 PM

    Thanks for the moral support Warby . I understand this genre has important shortcomings in the combat system / weapon selection that can be unattractive for many players. But, western genre isn't also so overused like other themes, and that also helps to create new situations and innovate in every aspect. I'd like to show some gameplay videos soon, maybe your idea of western mods may change

    And Skjalg, I must confess FoF is pretty much the same than PVK2 except for the cowboy hats Well, hope that's not the case, and I wish we had some of the talent of PVK2, specially in the animation area.

    And really don't know why is so hard to attract level designers to FoF. I had success with many other positions, so really don't know what's wrong. Isn't western theme interesting enough? Well, there are a lot of different architectural influences: classic wooden/brick buildings, spanish/mexican, native adobe stuff, even industrial of XIX century (did you watched "Dead man"?). I really can't see any shortcoming in that aspect, probably isn't as attractive as modern stuff, but does the world need another destroyed WW2 building, industrial facility, bunker, etc, etc? Possible applicants: think about it, smart people doesn't follow trends

    BTW, I think some of the wood style buildings Valve made for TF2 is perfectly suitable for FoF, in case someone wants to attempt similar stuff.

  • Fistful of Frags looking for *smart* level designers.

    • R_Yell
    • October 2, 2007 at 8:50 AM

    Sorry, what reminds you to pvk2, the chests stuff? Well, the functionality is completely different I think. It's like bicycle and a f1 car, both have wheels too.

  • Fistful of Frags looking for *smart* level designers.

    • R_Yell
    • October 1, 2007 at 1:30 PM

    Fistful of Frags is a multiplayer modification for Source engine. We have reached an important milestone recently, most of our weapons and features planned for release are fully working and would be a good time to begin the production of additional levels. You could join our internal tests and get a pretty accurate idea of how our game will play, and also be sure our game will be released . There is also a library of available textures and props.

    Any applicant must show previous examples of finished multiplayer maps.

    You will be working with a new multiplayer mode which, oh surprise! isn't a clone of anything made before. "Fistful of dollars" is the name of a game mode that lets you place objectives and design dynamic (or static) gameplay in a way that simply didn't existed before. Don't want to sound like a marketing guy selling you some shit, but it's so flexible and it let you so many possibilities, simple and complex at the same time... if you enjoy making map layouts, tactics and gameplay is the main thing for you... join us and play a bit with it.

    I do not require any high profile level portfolio, those probably will want to map for some better mods to showcase their stuff. I just want to showcase the great gameplay creator you are

    contact: ryell (at) fistful-of-frags.com

  • Game reviews as predictor of sales.

    • R_Yell
    • September 21, 2007 at 5:35 PM

    Yes, everybody knows reviews are important, but this states that there is almost a mathematical correlation between scores and sales, except for movie licensed games which seems to work well if the movie does cash.

    I'd expected publishers to set bonuses accordingly sales, but seems there is no need for it when a metacritic score can even make jump a company stock for its own.

  • Game reviews as predictor of sales.

    • R_Yell
    • September 21, 2007 at 9:21 AM

    Here is an interesting article about how influential are becoming game reviews, up to the point some publishers tie bonuses to metacritic/game rankings score directly. I knew reviews were quite important, but not so much, having some kind of control over those scores could be more important than making a good game actually.

    There is another fact they mention, Take Two's stock jumped 20% after Bioshock got a high composite rating on MetaCritic. Scores are important, definitively.

    Quote

    About 18 months ago, Activision also conducted a study of 789 games made for Sony Corp.'s PlayStation 2 console and found a strong correlation between some high game scores and strong sales. Activision Chief Executive Robert Kotick says the link was especially notable for games that score above 80% on Game Rankings, which grades games on a 1-to-100 percentage basis, with 100% being a perfect score. For every five percentage points above 80%, Activision found sales of a game roughly doubled. Activision believes game scores, among other factors, can actually influence sales, not just reflect their quality.

    http://online.wsj.com/public/article/SB ... 33247.html

  • Team Fortress 2 beta!!!!!

    • R_Yell
    • September 18, 2007 at 5:22 PM

    After playing most maps and giving it the necessary time I think, it doesn't seems to me the game that is going to last too long. Not at least between the games I use to play. Learning curve is quite short in most classes, except spy or engineer, all the rest are pretty simplistic. There is required skill to play as a whole team but not as an individual. Call it replay value or whatever you want, but this TF2 has not too much of it. Sure is fun to play but I really miss some extra features the original TFC had.

    On the other side, is really polished and there are some very clever gameplay additions, like the way round ends when none team is able to win. Pretty intense and fun moments.

  • De_Forest

    • R_Yell
    • September 13, 2007 at 9:15 AM

    I love it, very nice natural environment, could be part of EP2 easily. Only needs some more structures/buildings (to my taste). Regarding gameplay, seems also quite interesting with so many possibilities to hide, however that maybe doesn't fit quite well with CS philosophy.

  • Team Fortress 2 beta!!!!!

    • R_Yell
    • September 12, 2007 at 5:08 PM

    I'm sorry for FF, however Valve should be also a bit concerned because they will be competing with a free product and I'm not quite sure about TF2's replay value.

    I'll try both, but next week won't be the best moment for me. I'm going to start the internal testing of my own mod next week so I don't expect to play too much TF

  • Modelling Software for Level Creation

    • R_Yell
    • September 5, 2007 at 8:51 AM

    Oh sorry, it was a bit late

  • Modelling Software for Level Creation

    • R_Yell
    • September 5, 2007 at 12:24 AM

    You will use Hammer for all level related stuff, 3Ds max is okay for modeling/animating whatever you want. You simply need to use a plug-in to export smd's.

    Collision models also need to be made, but it depends, in XSI (which has native plugin from Valve) most of the times it will create automatically a valid collision model. If you need a concave one or simply want something optimized, do it yourself.

    For detailed answers about how doing things I suggest reading Valve's Wiki, it has all there, good luck mate.

  • The Ship sequel announced

    • R_Yell
    • September 4, 2007 at 9:17 AM

    It's great such an original title has a sequel, I had quite a lot of fun with The Ship. I love that psychological element in a FPS, good luck to Outerlight with this new one.

  • Time to move on..

    • R_Yell
    • September 4, 2007 at 9:10 AM

    Someone leaving the industry by its own free will, this doesn't happen everyday. So do you want a real job eh? Good luck FrieChamp.

  • TF2 - Meet The Soldier

    • R_Yell
    • August 25, 2007 at 10:22 PM
    Quote from Nexus

    yo yo let me explain ok

    First it's itself normal Valve is a big game deala' and it's spendin' much time on the work.

    Second it wanna drag you to the game and you wanna play it.

    THird , Valve use special tactics to make you think this way, and no my son, the games cant be movies.

    Fourth, the money is in the game. All the best parts of the game should appear and be show in the game movie.

    It's just.. marketing.

    Display More

    Oh my friend, Valve simply has a 10 years old game concept in his hands and wants kids like you think is pretty cool and something they have to purchase immediately. That's what I wanted to say, but without irony

  • TF2 - Meet The Soldier

    • R_Yell
    • August 25, 2007 at 4:37 PM

    I like it a lot but don't understand at all why Valve puts so much work in these marketing videos. Are becoming games like movies, where marketing budget is even bigger in some cases than the cost of the product?

  • Updated VTF Shell Extensions

    • R_Yell
    • August 20, 2007 at 11:58 AM

    Thx a lot Wunderboy, I'm using Vista 32bit and works fine (no errors for the moment). Life is much easier with this extension

  • Value-Games

    • R_Yell
    • August 16, 2007 at 2:45 PM
    Quote

    Yes I thought about a shooter but i can't come up with it. An Idea I had was create a GTA Like game with the difference that you are not shooting other people but get shot every time. But if you do good to other people the whole city gets better. The problem is - 1 you force the player to accept certain things. 2 the game would become the more boring you do the right things (because the enemies vanish more and more).

    That idea would fit with some kind of hero looking for people in troubles to help them. He'd develop his skills accordingly to his actions, positive or negative. That would have a lot of gameplay possibilities, but is also technically challenging if done properly.

    Well, I really don't think this would be very influential in any way, but is an interesting approach to game design rather than killing/blowing up stuff.

  • Skjalgs new pc

    • R_Yell
    • August 12, 2007 at 8:30 AM

    I'd not expect any major performance improvement from 64 bits. In fact most test I've seen from Core2 architecture doesn't show any improvement at all, there is a part of CPU (MacroOps or MicroOps, not sure) which doesn't work in 64 bit mode. AMD showed a little bigger performance improvement.

    It's a matter about amount of memory RAM right now, if you have 4GB or more only 64-bit OS will be able to use them.

    Regarding PSU just a note, amperage is more important than watts. A regular high end system with a single graphic card doesn't consume much more than 300W on average. In fact barebone systems are able to work with such configurations and "tiny" 300 or 350W PSU's, but they are high quality of course.

  • Skjalgs new pc

    • R_Yell
    • August 11, 2007 at 2:38 PM

    Quad core = ultra fast compile times Very nice system Skjalg.

  • Sharps rifle

    • R_Yell
    • August 10, 2007 at 3:02 PM
    Quote from hessi

    you have no specular on it? D:

    Sure there is , but toned down a bit because reflections were too bright in dark places, I'm trying to find a balance.

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