Those stalker bros have to seriously be tired of making 'bendy metal bits that break downwards' in all their maps
Posts by JeanPaul
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gameplay testing mostly

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jaeger and root beer
it will change your perception of both drinks
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I just want doom 4 to be doom 3 only outdoors and with swarms of enemies rather than two zombies and a hallway.
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Quote from Pericolos0
carmack really missed the mark with the RAGE engine, it's interesting tech but it's not that great for making games. You get static worlds and small levels with a massive memory footprint, all for being able to paint every pixel uniquely, which isn't really that important for creating a game.
I have also heard from those who worked on it that compiling and getting things playable is a serious nightmare.
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That is some serious texture work man
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The new expansion????
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And a soundtrack by powerglove?????? Sign me the hell up.
https://soundcloud.com/powerglove
The site:
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In my experience the cryengine is extreme and you could definitely cram like 900% more clutter into that scene
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Not bad but it feels like you are purposely blocking a potentially cool vista scene in the background?
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Nah the yellow compliments the plants well
Also this isnt dice thank you
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I did but are there no new tarot cards for the DLC's? There are a few technical problems with your game but man its mostly a blast to play.
Also the new town map you guys remade was INTENSELY difficult. It took me like 15 tries to complete certain areas but it was still awesome.
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Escape from butcher bay had some seriously intense combat
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New military DLC is out but its no where to be found in the store? I even click the link ingame to steam and it takes me to the homepage? Have I lost my godddamn mind? O_O
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Well I am purposely leaving it very bare and open so that I can determine where cover is needed the most via testing rather than guessing beforehand.
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Yes another TF2 map, I can be pretty tenacious sometimes.
Chateau is a 4 CP attack/defend map designed to play like a slightly larger dustbowl. I wanted to come up with a location/theme that isnt seen that often in games and when I remembered that tf2 had some medieval assets I figured why not make a chateau?
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This is a view from relatively where blue will spawn at A. Most of the right screen will be filled with chateau once I finish designing D and place it in. I wanted a lot of foreshadowing in this map so when you are at A, you see where C and D is located.
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Here you see the platform A is on. The map is pretty bare but I want to test to see what needs to be added and changed.
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This is B, atop a rock spire. I figured since B should be the most played point on the map, I wanted it to be something interesting. On the right is a covered flank for blue to get some vertical advantage.
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A back view of B. Red comes from the right and blue comes from the left. Those windows are the choke to C and the next screenshot is a view from inside the choke.
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The last shot is C, inside the hallway on the way to final. Behind this point is the choke to D inside the chateau.
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Its far from done but I figured Id show it anyways to see what people think. I should have something playable in a few weeks and alpha 1 will be pretty bare but like I said earlier I want to keep it very simple for the first release and see what would work best based off the testing.
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You should start tagging the images and have a bunch of options at the top of the page for which tag to filter by.
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Yeah man thats insanely awesome. The sky definitely needs the art pass though
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Quote from PhilipK
Oh and it's in the BitSquid engine.
http://www.bitsquid.se/gallery-spider_canyon.html
Awesome
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You should probably create something more recent in a game that is still played (tf2, cs:go, something unreal 3) because this stuff is way too old.
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