because i am super fat and boring
Posts by Rick_D
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hits too close to home
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places with interesting architecture or a unique feature that other maps don't have. most maps are made up of corridors, with points of interest separating them. take office for example, lots of corridors and then the open area by the garage door that players can open. or the hostage room: flanked by corridors but it;s a great little combat space that players remember.
your map feels like it is made up of entirely these unique areas which makes it hard to pick any particular spot as memorable - as odd as that sounds.
I think the bombsites and chokepoints are ideal locations for these features, and then you can tone down the rest of the map to keep it quite "bland" (not the right word choice!), which should get those important areas feeling more interesting.
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as the president of mapcore i find your request acceptable.
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As I said in the playtest:
Rotation between sites is interesting but there's only 1 viable way to go, through CT spawn. The route through T spawn area seems to take too long; I think this is mainly because of the complicated/winding routes connecting to the bomb sites. There's too many angles, and little camping spots, too many places to check which slows you down.
The height variation is also too strong in my opinion, height variation is a good thing for sure but the angles are too steep and make it feel very unrealistic.
You have some nice ideas littered throughout the map but I would take out everything that is just there for filler and keep maybe 2 or 3 of these little "highlight" features, it'll give the map a lot more character and make it more memorable (dust 2: long A, the broken wall in B, B tunnels, etc. inferno: the crawlspace tunnel, banana, apartments. aztec: the wooden bridge, the water route, the double doors).
Possibly look at some reference and try to sculpt your areas a little more realistically: too many areas feel very gamey and lack the kind of scale/angles to help the player feel like they are in a real place.
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SP is so dull I almost fell asleep. It has some super cool ideas but then the combat is SO BLAND OMG JUST FUCKING GIVE ME A BUTTON TO SKIP ANY MOMENT WHERE I HAVE TO FIRE A GUN
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I can't quite put my finger on exactly why but everything feels kinda toy-like; it might be the camera angle but everything feels quite short and lacking in scale. It would be nice to throw in a large landmark to hold everything else together. The way the rocks/walls/bridge/terrain meet feels a little fake as well - possibly due to colour clashing and a lack of decals/blending between the surfaces.
First thing I would suggest is to hit up some references.
Debris would definitely tie things together and give it some history:
[Blocked Image: http://gurdjieffbooks.files.wordpress.com/2011/07/bridge-41.jpg]
Check out the nice big dirt on this, those large details really help when you're looking at something from far away, it removes the tiling and gamey feel:
[Blocked Image: http://pcdn.500px.net/12892009/821fcfabf88f40f58a12b0a67d3e827c009d6c44/3.jpg]
The fallen tree is great, plus all the little foliage that has grown really help tie the man-made stuff to the nature:
[Blocked Image: http://www.harshrealm.net/caps/kein/0426.jpg]
look at that huge train station - it's like the whole area is built around it, it oppresses everything and forces the landscape to squeeze in where it can. Something like this, a church, a station, a manor, a government building - something big and grand to give the place a purpose and pull everything together. Strange building footprints can really help to give the surrounding areas some character as they are forced to conform:
[Blocked Image: http://farm3.staticflickr.com/2143/2109718916_30c7d8c6c9_z.jpg?zz=1]
[Blocked Image: http://www.sacred-destinations.com/germany/cologne-cathedral-photos/wwii-bombing-cc-gordonr.jpg]
This is just fucking awesome:
[Blocked Image: http://userpics.triposo.com/p4Fwi2IgTAquCc099DF9ow.jpg]
Check out the ruins, often the first thing to go if the roof due to fire - or it just being weak structurally. You get all the benefits of cover, but a nice silhouette and some interesting history to the architecture:
[Blocked Image: http://i53.photobucket.com/albums/g64/PoorOldSpike/sub1/UShalft-bridge.jpg]
This gives some structure to where the water meets the "dock" walls:
[Blocked Image: http://1.bp.blogspot.com/-Ejo3XqjNfV0/TzYQeQKDCgI/AAAAAAAAIL0/CXUzKxCYrm0/s640/france-paris-german-occupation-Pont-du-Carrousel-bridge.jpg]
Here they are cleaning up, but the sheer amount of debris really tells a story about what happened. The large "islands" of ruins also adds a lot of interest to what would just be a large piece of terrain:
[Blocked Image: http://2.bp.blogspot.com/-KgJhi9GbfMQ/TXu8ATkvQSI/AAAAAAAABEI/yGVYQxBxk54/s1600/GERMANY-HISTORY-WWII-BRIT-002.jpg]
I think with maps like this it's very hard to give the player a sense of scale. You need to throw in objects that they can recognise from the real world, and also keep your buildings from feeling too chunky or short. We're used to living in large cities (most of us) so we don't feel awed by the buildings of the 40's. A large scale helps to keep things feeling dangerous and overpowering; and as long as you have the reference objects to give things scale then it's going to turn out quite nice.
Keep going man, and make sure you get reference for everything. Google like crazy and get a huge folder full of refs - find things that interest you or just seem cool, you don't have to build it all but it can (and will) help you immensely when you get stuck or something just doesn't feel quite right.
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man you should, you can afford it now you're earning dem big dollaz
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I wonder if Sentura ever played this?
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great app!
there's nothing "wrong" but you can see you have some very long, thin triangles that are going to cause some smoothing issues. Also, the entire model doesn't need to be a single mesh, you end up with wasted tris and only end up saving yourself a tiny bit of texture space that might be hard to fill anyway.
Are you going to do any high poly modeling? Then you might want to have a more even distribution of triangles to begin with and clean that up when you go to do the low poly version for baking.
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ok so i bought it, played it, super short but man what an amazing experience. incredible.
an artsy bullshit indie game done completely brilliantly. if you haven't played this then get it immediately, i don't know why it took me so long to try this.
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just about to comment on that, looks like fucking drunks staggering around at 3am
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dammit, i am so deep into that EU demographic that i am excited by the trailer.
maybe i just don't get the north-american mindset, any NAs able to confirm that they enjoyed the US trailer?
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that US vid is frighteningly close to 'john romeros gonna make you his bitch..'
remind me why do we pay marketing people again?
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http://www.reddit.com/r/Games/commen…_review_pulled/
review is in there. personally i think it was pretty accurate. e.g. the first time I launched the game it took 5+ minutes to load a map.
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