Just finished it. Weird as fuck, but really interesting. Enjoyed it.
I saw Mazy's name in the credits!
Just finished it. Weird as fuck, but really interesting. Enjoyed it.
I saw Mazy's name in the credits!
OMG I'm going to Kotaku with this scoop.... 'Eurogamer writers bribe BF1 devs - READ THE FULL SHOCKING STORY INSIDE!'.
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Yeah, come on man, sort us out. I was next to your the BF1 booth at E3... that's gotta count for something.
Not gonna happen, they've burnt their bridges already. I doubt many people will go back to it..
Yeah, played Comp mode last night and it sucked. Sudden death is a dumb idea on Payload, the first point is usually the easiest to capture so it's really unbalanced.
And still yeah, I have no idea why they don't lock a class once someone has chosen it. Really weird, and must be impossible to balance.
I think me and my mates all agree the game, for us, has lost some of its shine now. Not sure why that is, but none of us feel like playing too much any more. We've got a lot out of it but probably won't carry on with it too much longer. It was fun!
Original CnC
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Morrowind!
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Are we gonna see those play of the game things every single time someone dies from now on?
I wish they'd be a bit braver and go back to the Quake 1 art style. Gothic architecture, spooky medieval castles etc. Sci-fi is so common in games these days, would have been refreshing to see that dark Gothic look back again.
Those plants are surprisingly effective, nice work! I always found the Substance generated foliage stuff to never look quite as nice as hand-made foliage in Max. Would love to see more details on how you went about creating those.
Played this at E3 at the Microsoft after hours party, and it was SO much fun. We all had a bit to drink and jumped on as a 5, it's absolutely hilarious. Definitely getting this one, nice return to form for Rare.
I got in there early as we were setting up the Halo Wars 2 booth and I can say.. It's amazing. So refreshing ![]()
I know man. Better get my suncream out! ![]()
NIce one man! Looks cool.
Nice one man, that's looking sweet! Nice tidy graph too, that makes me happy!
I was working on this material the other night. Fully procedural stoney dirt texture. Very WIP but it's been fun to make!
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Graph:
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I'll be there this year! We're got a really busy schedule but it'd be great to meet up with some of you guys.
It's quite similar actually, but there is a lot more variety in terms of classes. It straight up rips off the Payload game mode from TF2, and the art style is very reminiscent of TF2 as well (dusty canyons, underground bases carved into rock etc). It's how I imagine TF2 would have looked with PBR! However, I think it pushes past that and is fun in a new way.
I'm really enjoying it ![]()
Quote from Taylor9 hours ago, Taylor said: If Hanzo lands his reveal arrow, sees you in an enclosed space, and does a double dragon through your face… he kinda deserves to kill you. There are much stronger ultimate's where most characters can only duck behind something and clench when they hear the sound (although if you’re working as a team you should be able to outplay it).
Well, yeah, but when you're 2 rooms away and a dragon comes through the wall, you have no chance to get out the way ![]()
Out of interest, HP and Minos, did you guys use any special rendering techniques or env art creation techniques for this game? Or is it all fairly standard (vertex blended materials etc)? Also, do you guys use a realtime Editor? Really curious about that kinda stuff. Would love to see some breakdowns. I noticed that a lot of your meshes are extremely low poly but have a great rounded feel to them; did you purposely make your high polys really soft/rounded and then bake down to simple low polys to get that stylised look? Some great art direction going on in this game; it's really great to look at.. Good job fellas!
Yeah but if you're like 2/3 rooms away and all of a sudden a giant Dragon comes through the wall, there's no way you can dodge that ![]()
Damnit, Hanzo's ulti is so annoying. Is that being nerfed? It's an insta-kill across the map... goes through all walls etc. So annoying.