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Posts by mjens

  • Thief 4

    • mjens
    • October 18, 2013 at 11:56 AM
    Quote from Chimeray

    You make it sound like they're able to design their games in a vacuum. While it's definitely possible to make a good (and niche) Thief game, it's undoubtedly harder to make a Thief game that will not make them go bankrupt. There's more to game development than just coming up with a design for a fun game (publishers/marketing oh god the horror ) . Just look at Splinter Cell, Hitman, Deus Ex. All of those had to aim to a broader market, more focus on progression systems, etc. I'd say they adapted quite well but you got to admit they lost some of their original flavor that set them apart so much back in the day. That's just how it is I suppose, niche doesn't cut it anymore when development costs are so big.


    I'm willing to cut them some slack and hope they find a golden ratio. You might just have to look at this as a Thief-esque game and let's just judge the game by its content and not because "Thief" is slapped on the cover. I understand the butthurt though, I suppose not all games can see a new iteration in the current day climate and stay true to their roots.


    But how much marketing and naive design is that in looking for a broader market? The game that is the same as previous could fail because lack of innovation but from the other hand I think some marketing guys wanna make as much unique selling points as possible so new games are a bit out of the spirit of it's previous part. There's a thin line between evolution of a title and that's the golden ratio you're talking about. Still I'd like to know how much it's a designer's fault to overdo the title so much that it makes the games too different. Is it the features' fault that actually hurt the fine developed gameplay?

  • The random model thread!

    • mjens
    • October 15, 2013 at 9:32 PM

    Bene Pene! Very brave color picking! Try to make some varielites of lighting, I guess that yellow could get a nice shape in more moody lighting?

  • Hellraid (www.hellraid.com)

    • mjens
    • October 15, 2013 at 11:59 AM

    Take it easy

  • Hellraid (www.hellraid.com)

    • mjens
    • October 15, 2013 at 7:58 AM

    Presentation:


    External Content www.youtube.com
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  • Thief inspired environment WIP

    • mjens
    • October 14, 2013 at 7:30 PM

    Nice idea, I also really like that concept. But... this building is standing on that paper-thick wall? Also I see some cartoon-ish proportions, mind that

  • Which game would you like to bring back?

    • mjens
    • October 12, 2013 at 8:53 PM

    Instaling DOSBOX right now.

  • Which game would you like to bring back?

    • mjens
    • October 11, 2013 at 12:49 PM
    Quote from [HP]


    I'm on my way to create a modern version of E1M1 but have no idea on what engine CryENGINE probably...


    Without weapons or monsters, there's really no limitation. Go for it!


    I would love to see someone do a remake of a Quake map that still looks and feels like Quake. Whoever pulls that of is a legend in my book.


    I actually have on my to-do list to make a "next-gen" version of Q3dm6, my all time favorite map.


    Pro-Q3DM6 had different item placement only, right? I've spent ages on pro version ;D

  • Which game would you like to bring back?

    • mjens
    • October 11, 2013 at 8:03 AM
    Quote from AlexM

    This thread probably has the highest ratio of likes I've given out.


    I'd love to see quakeworld with modern graphics. Next to nothing changed, just a modern quakeworld with extra stuff


    I'm on my way to create a modern version of E1M1 but have no idea on what engine CryENGINE probably...

  • Thief 4

    • mjens
    • October 10, 2013 at 1:19 AM
    Quote from Steppenwolf

    The art is nice. Problem is the washed out lighting drags it completely down. I can only assume they did this to differentiate the look of the game from the lush colors of Dishonored.

    Acually that's a typical "natural moody night" problem. You can pump up some colors but it will look like there's something wrong. Or go for the classic.


    When making lighting you need to know how it works, how lack of light desaturates the shadows. I only agree with the argument that interiors are to washed out, there's a scene with getting the golden loot - desaturation. Still it's not a Gears of War so it's very fine for me. It's and art directors decission, not taken from ass I presume.

  • Thief 4

    • mjens
    • October 10, 2013 at 1:16 AM
    Quote from Sentura

    I actually thought the art was the weakest part of the trailer (along with the walkthrough of the first mission basically). Blorange all over, it's just getting trite. They should have gone for an art direction that would push more of the darker colors, as thief is a pretty lightless world.

    I had the same problem in Hellraid. Decission to hide all the details or show it a bit with ambient but also hear complains about "it's not a dark fantasy game!". Hard choise but I went to show the detail a bit. Player can move the gamma a bit lower and it will be all fine.


    Blorange? That's not so clean blue there, a bit of turquoise, blues getting to greens, also I like the natural orange. That's the direction I would go, I've also ried lots of "dark fantasy night" weathers and that's actually what is represented by deep medieval paintings or early-renaissance in gothic manner. I guess there's the inspiration for the palettes...

  • Thief 4

    • mjens
    • October 10, 2013 at 1:04 AM

    It's not so bad guys, come on! Graphics are really nice and the art team should get applause for that but for the gameplay... time to go forward I guess. Making another part of Thief is not about doing the same, it's not Need For Speed... Too bad that they had so much problems during development but this should teach us all that people like Dux have a bit of right, adding crazy stuff to existing franchise can kill it. Syndicate is a good example but for a total reverse, new XCom is different but it actually works. Remember how much complaining there was before the release...?


    BTW we are "old" gamers, we remember the shipment day of first Thief and it wasn't our early childhood. Most of the players now are in our age from back then, they know shit about old gameplay...

  • Which game would you like to bring back?

    • mjens
    • October 9, 2013 at 3:14 PM

    Syndicate 1+Wars, Quake 1+2 <3

  • Left 4 Dead 2: Tricycle Factory Survival Map

    • mjens
    • October 7, 2013 at 5:30 PM

    Moar!

  • Left 4 Dead 2: Tricycle Factory Survival Map

    • mjens
    • October 7, 2013 at 2:47 PM

    Show some pics with new lighting. Try to look at some reference pictures, some buildings look too simple now. Architecture and the "feeling" are also very important. Even the best gameplay can be hurt by simple visuals...

  • Left 4 Dead 2: Tricycle Factory Survival Map

    • mjens
    • October 7, 2013 at 12:01 PM

    Where are the tricycles?

  • Richard Malinar env art portfolio, need feedback :)

    • mjens
    • October 3, 2013 at 8:45 PM

    That incomplete UDK scene  

  • WIP in WIP, post your level screenshots!

    • mjens
    • October 3, 2013 at 1:21 PM
    Quote from knj

    sorry, but wut ?


    He's talking about the type of the layout. When you look at level from the top... layout. You know... Layout.

  • Daikatana on Steam!!

    • mjens
    • October 3, 2013 at 12:00 AM

    I'm looking at that picture (first one, posted by Helder)... do you remember Paul Jaquays, Q3 level designer? He changed a bit.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • mjens
    • October 2, 2013 at 9:08 PM
    Quote from Al Anselmo~Intelect0

    [Blocked Image: http://media.giphy.com/media/TydZAW0DVCbGE/giphy.gif]

    [Blocked Image: http://3beautifulbamfs.files.wordpress.com/2011/10/hug.gif]

  • Organic levels - workflows and interation pipeline

    • mjens
    • October 2, 2013 at 8:04 PM

    Dude, I'm talking about organic stuff like terrain. I can use modular terrain assets but it will be Transport Tycoon then. We're talking about two different things...

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