i actually took this pic after threatening to put my tongue in someones asshole.
themoreyouknow.jpg
i actually took this pic after threatening to put my tongue in someones asshole.
themoreyouknow.jpg
wow love the website
i hate faggots that use tiny text
I WONDER HOW HE GOT HOLD OF THAT
Quote from sarge matStarted to detail this
stop. fix the scale of those roads, work out what is going on with that canal. i think making those central roads a freeway is working, everything seems too cramped and sharply angled. also if you have things hanging into a road then trucks will hit them (thinking of the aircon unit, et al).
pop armour only when you see the enemy and start taking rounds. always go for the head, anywhere else = you lose they win.
i understand your point entirely.
i think it can be broken down into 2 categories:
- large open maps
- small compact maps
i think trying to cram a 'sandbox' feeling into a tiny map just leaves you with a cluttered box. whilst trying to make a chokepoint riddled large open map leaves you with something like a spiderweb of awkward navigation.
but whatever, i think that image is misleading and pretty obvious trolling, as anyone has played the map will realise. it's obviously not as streamlined as old school games but i guess that was a design choice. the other maps are actually really decent, and while they still have that particular circular feeling there's a lot more chokepoints and tactical options.
i had endless amounts of fun playing the car park map, and i am sure you guys will too.
shut up.
counter strike has some of the most brilliantly tactical and dynamic gameplay in any game ever made. ever.
i don't say that lightly, there isn't a single other game that has as much going for it as counter strike in terms of tactical competitive play. quake comes close but is still severely reliant on individual skill; counter strike is a game where a team with less than brilliant players can beat a better team as long as they have decent strategy behind them.
the same problem that is prevelant in modern warfare affects a lot of modern shooters, and that is that maps are incredibly open and circular, meaning you run around in circles chasing each other and getting shot in the back, whilst grenades can be thrown from one end of the map to the other.
something that affects modern video game design is that we don't have much limitations any more, at least compared to the limits that affected the early half life days. meaning more thought had to be put into levels to get the most out of them. nowadays you can just throw shit into a level and not give a damn, and the gameplay suffers.
well, it's in-engine and looks fantastic. the animations and quality of the sound and lighting..
i don't really care if the whole thing was scripted, just as long as they achieve a similar atmosphere in the final game.
fucking.. wow..
the sheer amount of quality that pours out of that game.. my god it's fantastic.
so is this worth buying or should i try out a "demo" first?
only problem with prooptimiser is you need to get it in max first. and when you have a few million triangles in a single object, max shits itself to the verge of rectal prolapse
i think it's true to say that people will complain about anything and everything. the people who actually enjoy a game seem to be few and far between these days.
Quote from dux- Let me skip the stupid intros! I don't want to sit there every time watching these stupid logos. Once is enough.
well, you have microsoft/sony to thank for that. it is a TRC that the screen cannot be blank, unresponsive for longer than 10 seconds or so. the unskippable intro videos are used to give the game menus time to load in. otherwise you could skip the videos and sit watching a blank screen or a loading screen for the exact same amount of time as you'd be watching shitty intro videos. so they figure just keep them unskippable and load it in the background.
so, that's why. the increased complexity of starting menus, the requirement to avoid screen-hangs, and a general hatred of the customer.
Quote from D3ads
i don't mind criticism if it's legitimate. this guy says this:
QuoteI'm on a course at university to become a video game programmer and I've programmed a few games and tools already, I analyse every game I have until it's no longer fun. Just so I know how it works underneath.
then goes on to claim:
- Crysis 1 used voxel rendering to make realistic hills and cliffs, Crysis 2 uses bill-boarded sprites of sky scrapers placed very far away.
both of which statements are false
- the trees are now billboarded
that is the most hilarious statement i have ever read. does he think each leaf was modelled in crysis? when i think of abillboard i think of X cards, which is false in terms of what exists in crysis 2.
- guns are huge
welcome to console fov. if you don't like it, change it, you're a hardcore video game programmer, i'm sure a config is within your realm
- motion blur is like a console
what does that even mean
- water effects are worse
they're identical, enjoy your opinions
- skybox is made of 2d sprites
no, it's not.
no idea why i responded to a faggot on another message board talking so much shit it physically pains me to read. perhaps we could refrain from linking to the ramblings of faggots in future, and maybe we can collectively keep my blood pressure down.
polycruncher
also DM should be in the later versions of zbrush by default, 3.4 onwards at least. make sure your IT dept is keeping you guys up to date.
if you still need any help, ever, just shoot me a mail at [email protected] and i'll help out