Posts by -HP-
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I'm enjoying the campaign WAY more than I thought I would. The gameplay feels really polished, I'm loving how the AI often trolls you in diferent ways and adapt to what you do.
The combat is just really well done here. If you already have a gamepass account, this is a must get, imho. It's legit impressing me in many ways, I didn't realize how much I missed a good FPS SP game.
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Yeah, Remedy has deep roots to the demo scene. All their games use proprietary tech, which is great.
As much as I love UE, it's great to still have some teams out there making their own engines..
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So, game's out in 4 months... huh?
Lol
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I actually played it with the controller, plugged into my living room TV, when the full release came out.
It's worth playing through the whole thing, just to see how they reimagined Zen, which was pretty well done, imo.
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Quote from Buddy
5 minutes ago, Buddy said: He's morphing into john wick
[Blocked Image: https://c.tenor.com/xTy3jOlwGB4AAAAC/back-yeah-im-thinking-im-back.gif]
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It's a survival horror game too, damn!

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Ha, this is a good necro!
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I enjoy watching it for the spectacle, and the new trailers. WIll deffo be tunning in.
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Played MP for a couple hours or so.
I have not played any MP Halo in the past, I only really got an Xbox to play GoW 1 to 3, then never really touched it again. So, I'm coming in with diferent experience than others bringing in a bunch of nostalgia.
First thing I think this game should be renamed to Halo Infinite Grenade Spam. Respawning with 2 grenades is pretty crazy, and makes the game needlessly hectic.
Melee is really lethal here, I'm still not sure if I like it like that or not. It does make close quarters combat a little more interest since you need to keep a minimum distance to not get punched in the face.
I haven't played the game modes with vehicles yet, but I quite like the game modes they have on ranked. Specially the hot ball mode, where your team need to hold a ball for 100 seconds to win the match, and you can't shoot while holding this item, pretty cool. CTF is really fun too, somehow it's a game mode that works really well here, probably because every player moves and jumps at same speed/distance. CTF is not usually a mode that works too well on games with heroes / classes.
Level design is pretty good. Not a huge fan of the themes of these MP maps tho, not really sure where I'm supposed to be, or what the purpose for these structures is supposed to be.
Will probably keep playing, SP is out tomorrow so I'll probably get on that first
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Quote from Beck
6 hours ago, Beck said: I gave it a go on stream and quite enjoyed it, finished the first two chapters. Will probably continue it, kinda gave me Alan Wake vibes in terms of gameplay but god damn are the black bars annoying! No real idea what's going on in terms of story but I'm sure all will make sense soon enough!
Boy... I remenber those fucking black bars and the insanely low fov. I still played it back in the day, found it to be rather innovative in many aspects. If you like survival horror where every bullet matter, this is for you. The latter stages of the game are downright psychedelic, amazing environmental art.
The sequel fixes a lot of the problems that the first one had, but funny enough I didn't find the presentation as good as the first. But I also really enjoyed playing through it.
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I'll give the campaign a shot, I'm hungry for a FPS story campaign. I might try the MP if I like it. (I'm also not the world's greatest Halo fan)
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Windows Central - 5/5 GamesBeat - 5/5 VG24/7 - 5/5 Inverse - 10 Game Informer - 9.25 GameSpot - 9 IGN - 9 Destructoid - 9 GamesRadar+ - 4.5/5 VGC - 4/5 EGM - 4/5 Metascore - 87
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Be most welcome to the forum, you're here so you're in the right place.
Quote from Pyrokart_PT20 hours ago, Pyrokart_PT said: First question, being 30 years old, with around 7/8 years in interior design, isn't it too late to enter the industry?
The average lifespan for a male in Portugal is 86.7 years. Which leaves you with about 56.7 years to start making levels, I'm gonna go a whim here and say that time is in favor here. I've been interviewing level designers and level artists for a while now, not once did I care about the candidates age. Can you do the job, and can you do it well is the primary factor.
Quote from Pyrokart_PT20 hours ago, Pyrokart_PT said: Second question: From what I have read here on the forum, I have a full time work, more research for the thesis, so the time is reduced. Should I start with: Sketching, level's moodboards and then go to gray boxing? Force me on what tools? Unity probuilder?
Heh, you're gonna get a different answer for this question depending on who you ask. It would make sense to start with "planning" like moodboards and sketches, master the tools and try to be very strategic about the process, but the truth is that you can't plan for what you don't know, at least not to a point where it's even worth doing, imho. For instance, If you're going to wait until you're 100% proficient in Unity or UE4 to build a level, you're never going to do it. So instead, I would flip the process, instead of learning then doing. Go straight to doing, and learn while you do it. It's what the vast majority of us here did, having fun doing it.
For example, say you want to create a CS:GO map, just download the SDK, mess around with the editor, go through the dozens of the free tutorials you can find online, start posting your designs on mapcore and other (discord) communities, start getting feedback, create playtests and hop on other people's playtests too, help them out with feedback and they'll help you out, integrate yourself with the community, it's half the fun of becoming a game designer, the social aspect! The important thing is to make sure you do finalize your projects, so scope them accordingly at least.
Another thing I wanna mention real quick is the importance of reverse engineering. Study what makes Dust2 or Inferno so great, if you understand those fundamentals your work will be much better.
Here's another one that I doubt anyone will tell you, read good books on both the creative process AND the creative mind, I would read The War of Art by Pressfield and Mastery by Greene, maybe "Making of Prince of Persia" too, amazing book on crazy ride that game development can be.
Quote from Pyrokart_PT20 hours ago, Pyrokart_PT said: Third question: In fact, what appeals to me the most are multiplayer games and creating levels for such. Multiplayer can range from FPS like CS, OW, Valorant and/or sandboxes like Dayz, Conan Exiles etc. What suggestions can you tell me about the topic.
This question sounds like "tell me what game to design for" to me. Just pick a game you like that has a editor, and go for it. That said, Valorant doesn't have a level editor, OW doesn't either (I'm still trying to push for it, I swear. But at least we have a basic Workshop for it, you can mess around with game modes and other misc stuff) CS:GO is probably your best best, even tho the editor is a little older by today's standards, you're gonna have to get used to work with BSP, at least until Valve ports CS to Source2 one day.
You can also join a small indie team making a MP FPS game, I'm sure there's plenty out there you could join but I'd solo a few designs first before venturing into joing a team, imo.
Quote from Pyrokart_PT20 hours ago, Pyrokart_PT said: I use Sketchup a lot in interior design, but in level design it's not used a lot, right?
Depends on the project. Some projects the designers still like to work with BSP, others like to use simple grid snapping modular kits, and others just like to make simple geo in Maya/Max, whatever gets the job done but for the love of god if you're gonna start learning how to LD, learn to love the grid. It'll be your best friend, your lover, your diva, your god! It helps keeping things simple, iteratable, and iteration is key in this biz.
Best of lucks.
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Quote from Bunglo
2 hours ago, Bunglo said: I bought it through the steam sale, did't realize it comes with an index. I still don't want to drop money on a headset just to play this game, as much as I want to experience it.
I'm sure you might have a friend or family member that has bought a RiftS or whatever, and it's now just in a corner pilling up dust? I just loaned my headset to a friend of mine.
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I had such a great time with this game, going to wait a little while, maybe until the next gen of VR kits to come out to play it again.
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Quote from Bunglo
26 minutes ago, Bunglo said: maybe we're finally about to get back to making games that are driven by passion and not the almighty dollar???
or politics,
srsly tho, this will be great for video games at large. We're already seeing an explosion of great indie games, and I can see the return of 20 to 40 people team. I bet your top 3 favorite games ever were built by a team of about that many people.
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