The original Jumanji is a stone cold classic!
Posts by FMPONE
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It’s a game about a global pandemic and rampant conspiracy theories. While it would be fun to remake it, I’m just not sure it’s *relevant* to our times
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Quote from [HP]
11 minutes ago, [HP] said: After the sales of Dishonored2 and Prey (I still can't believe they called this game Prey, and not System Shock 3...) I doubt anyone wants to invest in "immersive sims" for the foreseeable future. I'm sure those games broke even, or maybe even made a decent profit. But Multiplayer and Microtransactions is where the real money's at, and publishers know it. The latter is way more dangerous than the former though, as it's a pandora's box that once open, you can't ever close it back up, not without some serious changes to the way you monetize your games, that is.
People like remakes tho
I think it would be easy to market -
Quote from [HP]
38 minutes ago, [HP] said: There's this moment in the game where your fucking brother dies... on my, 3rd or 4th playthrough back in the day, I realize that you can save him after all, and the game changes massively as he talks to you and helps you via the infolink throughout the rest of the game, pretty much. Just an example of how far they really took the "choices matter" with this game, it's tangible
This makes me think, why don’t they just remake this game? It’s got awesome design still, they could keep all of that complexity 1:1, all they would have to do is update the graphics and remake the soundtrack. Sounds a lot better than a sequel...
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Quote from PogoP
11 hours ago, PogoP said: I've tried so many times to get into Deus Ex (the original), but I've never been able. I think it's one of those games you had to experience when it came out. I never played it as a kid, for whatever reason, so missed out

Kinda reminds me of old movies that people say are great. You go to watch them, and are left feeling underwhelmed, sometimes. Probably because other movies have taken what made them great, and taken them in different directions, or to the next level, but either way you feel like you've already watched them you know? I think it's likely the same with Deus Ex. Other games took that formula and expanded on it.
I might try it again sometime, and see if I can break through that barrier.
It’s really moddable. I didn’t play it originally but installed a bunch of mods that made it look way better. It was pretty dope and I got why people liked it
Thing is, the shit graphics are exactly why no one has made a game like this since. It’s too complex, and it’s not really possible with modern game budgets to all the little intricate bullshit they did, not to mention the length of this game.
For those same reasons you can expect a remake to cut corners heavily and almost certainly suck. If you want to experience this one, I would load it up with visual and bug fixing mods and expect something dated in some ways.
The cliche about this game is that your choices matter, but it’s true, they took that idea further than any other linear FPS ever has.
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don't think i'm gonna click that shit, i've seen enough
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I don't use my VR kit much but I enjoy having an excuse to boot it up. Alyx was a good one. Hoping this thread can help!
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Cool theme idea!
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Quote from Lizard
3 minutes ago, Lizard said: Maybe the problem is that we are doing this via forum and you can't really judge the persons attitude. I really didn't mean to argue on that matter at all or being defensive.
Agreed, text can be really challenging. It makes things seem more cold and less friendly for sure. But I think Mapcore is a friendly place regardless

Good luck with your project dude!
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Quote from Lizard
5 minutes ago, Lizard said: And I would rather talk about it because maybe the person giving the feedback will come to the conclusion that he didn't know about something before giving the feedback and next time he will take this experience into consideration. It's like going to the playtests and saying that the door should be THIS wide just because. And maybe at some point someone will talk about the reasons why the doors on his map are in this size. And the guy will go "ohh I didn't think of that". Its more about taking feedback and giving something in exchange rather than taking everything for yourself and saying "thank you".
They risk of doing this, is that people will think you’re arguing with them. That’s what I’m trying to explain. Simply thanking someone for their feedback and then crumpling it up and throwing it in the trash, means they will still be willing to give you feedback long into the future. If it seems like you’re arguing with someone about that person’s opinion, it comes across as really hostile and makes them less likely to take the time to give you feedback in the future. Unless you think someone’s feedback is just dog shit, it’s usually not a good idea to come across as not being interested in their feedback. Someone can make a dumb point one day and a great point the next day. You want people to be willing to give you lots of feedback, everyone knows it’s up to you what feedback you take or do not take. All of this is just my personal opinion.
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Quote from Lizard
7 minutes ago, Lizard said: Sorry Shawn but I can tell you the same the other way around. That you are also argumentative about it because I explained why going ton the theme doesn't makes sense for me in the scope of danger zone map and you were the one trying to convince me I should...
Thats what having a valuable conversation is all about for me and You were the one to call it an argue. To this point there was nothing personal about it for me. Just two LD's sharing opinions on the subject. But if you see it this way then ok...
My experience has been that when someone says something about my level that I don’t agree with, I either have to admit they’re right a few months later, or it ends up being totally wrong and it’s not something I ever think about again. I don’t usually say much about it to that person though, because I find it’s best to keep the door pretty wide open to their feedback. The reason? so that if they made a few stupid points this time, next time they’ll maybe say something smarter. So that’s what I was getting at with “argument”. After our discussion, I still feel the same way I did about County at the beginning

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Sorry but you do seem argumentative. I wrote a lot of stuff and I think I was sincerely trying to be constructive and also express my opinion about what I was seeing. The missing link here is that you can not convince people they’re wrong when it comes to their own opinions, that’s a waste of time and not what the feedback process is about.
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With all due respect, taking feedback is a skill. Read what the person has said a few times, think about it, and thank them for their feedback. It just seems pointless to argue about this stuff in this manner, no one is forcing you to do anything. It’s food for thought.
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Just about every good CSGO level does what I’m suggesting in terms of a tight theme (Vertigo, Train, Nuke) or a specific place on Earth (Inferno-Tuscany, Cobble-French Castle, Dust2-Moroccan Town, Anubis-Egyptian Temple, Overpass-Berlin Sewer)
so I’m not sure where you’re getting the idea that it’s not important or that it’s a frivolous concept. The US is one of the largest countries on Earth, and it would be helpful in my opinion if you picked a specific area to focus on rather than the current scattershot approach. There is no “USA architectural style”, there are thousands of sub-cultures and sub-styles. I think a little research here would be helpful.
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Quote from Lizard
4 hours ago, Lizard said: I don't get this at all. It's just bunch of locations that will be scattered across the map tied with terrain. Of course they are out of context right now but you can clearly see where i'm going with it. I think a small rural city will fit perfectly in danger zone style map without feeling too cramped, artificial or random. I don't see Jungle having quite focused theme at all. Desert island is also a broad theme... And I think thats the characteristic of danger zone map. Map is huge and you can't go with a narrow theme like you would normally do with typical csgo map. You need to have smaller themes all around and tie them up with a story and settings of the map.
You can't imagine a trailerpark somewhere in a rural city of america? It really doesn't fit in the overall settings of the map?
Thank You! This is the exact reason I wanted to do a danger zone map. Focus highly on visuals and environment story telling to give each locations a bit of a story. Even tho players probably won't notice it while playing in high risk situations their subconsciousness will pick subtle things up. I finished FC5 to get better feeling of the theme and atmosphere there and also gather references. But to be honest, every church in rural usa looks like this

Thanks!
We had full prototype of a terrain but I had to scrap it and take different approach. I will work on placement of the locations once all of them are done. So I will get back to you guys, probably in a a month with an overview.
Suburbs are pretty sprawling sometimes.
I get that this might be somewhat repetitive, but that’s where modularity + a subtle dash of an overarching theme (military simulation, post-apoc, cordoned off area) and one or two of your other ideas could work without throwing too much away. IMO the suburban home idea you presented seems really like the most compelling and the only one we haven’t seen explored in CSGO, so I would go deeper with that rather than cast a wide net.
If you felt really strongly about keeping all of this different stuff, I would pick a place in the US to focus on specifically. Just saying it’s set in a rural area in the US doesn’t do much to carve out a theme, because there are a lot of different flavors of rural in this country. Is it in the Deep South? The Pacific Northwest? The Midwest? They all have a very different feel. Maybe that would help tie everything together. But to me as it stands there isn’t anything glueing the areas together, and not all of it is equally interesting. That’s why it seems important to either 1) go deeper on one concept that is truly generic in the US (suburb) or 2) tie it all together somehow by picking a specific region of the country to help focus the theme.
You're free to say “this is set somewhere in the US” but then I don’t think it will resonate with people as strongly as if you limit your research to one location, find reference, and dig deeply into it to bring lots of personality forward.
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It might be a good idea to focus the theme a bit. It seems focused on Americana, but a bit all over the place. I get that it's a Danger Zone map, but just because you have a big space to work with, doesn't mean it needs to hit 10 different themes at once.
I personally am fond of the suburban setting, and I think of the themes you highlighted it's the most apt for CS:GO and the best realized here. I think it would be smart to combine the police station, suburbia, church and sawmill while cleaning them all up a lot to match the suburban idyllic theme. Given that a lot of the Danger Zone levels seem to be artificial spaces, perhaps it would be a simulation of a suburban area, sort of a training ground. I don't think the haunted house really fits in logically, and I'm not so sure about the trailer park either (maybe that would be by the sawmill?).
Danger Zone levels seem to have quite focused themes (jungle, laboratory island, desert island), so I guess I'm just looking for something that binds these together in a simple, overarching way (military simulation/deserted area)
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