i wouldn't mind trying, but in case i fail it may be better that we both make them ![]()
Posts by Sentura
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Quote from arhurt
I try to do something not TF2 related every now and then, but people keep requesting models for TF2 and I keep making them...[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/001-Torch-1.jpg]
actually i could use those non tf styled

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i'm actually looking for a tutorial for configuring max to export to .smd models (preferably one easy to follow). alternatively if someone has theirs set up, maybe they can guide me?
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some pro ministry of truth there. you've just been trolled properly.
i think it's highly unlikely that any google officials hold and drop papers out in the open without picking them up (HINT: why businessmen carry briefcases).
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i pay just about the same for a 58 m^2, 2 bedroom apartment.
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that just looks bad... it doesn't fit koko's style at all.
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haha, it's great when it says "i want that, i want that to happen". such dominance.
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Quote from Furyo
Tells you that gamers under-appreciated BC and totally despised TS, but that casual consumers more than made up for it by once again buying anything with a major license slapped on it "because they liked the movie".Same reason year after year you see soccer moms rushing to Gamestop to buy the latest EA Sports game or Need For Speed "because their son liked the previous one a lot, so this must be good".
this exactly.
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i should really get sacrifice, it's one of the best games ever.
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bionic commando didn't have a movie coming out as support.
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some more wood for the fire:
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Quote from tofu
I was hoping you'd have a backlog of interesting articles you found along your way that you could share. Leading a player through an environment should be second nature to any level designer but the methods and extremes to which you have to implement them differ for every game. Things like the onscreen 'floating' objective point in Vegas and the world map in any open world, i.e. Far Cry 2 made our job a touch too easy.
the point of methods is to have a way of doing things regardless of which game you may be working with. if you work at an abstract level, you can pull whatever you have learned down on any game out there. if you have a method for linear shooter games, then you can use the same method in half-life, unchartered, call of duty etc.
besides, i don't have articles because i find them boring. there are very few people out there who are worth reading about or listen to. the best knowledge comes from within.
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if it's just opinion then i reckon gaming discussion is good enough. i'd be happier seeing forum for debate of game design and principles (such as player cognition/perception, input on puzzle design, methodical breakdowns etc.). i consider those to be the "education" of a level designer. it's not just a designer's job to create a level or world or setting; it's the designer's job to make sure that the player enjoys the level.
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yeah i never saw the hunter. that was my point.
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they just talked about the specific occurrence of the birds in episode 2, not other games?
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just google/look for cognitive psychology in UI and game design. all of it is intuitive, so it should come as a second nature when creating a level. i devised a method for playing learning and working with puzzles myself, but you can easily do it by yourself.
i don't think the birds are a good example because i didn't personally notice them as guiding objects in any of the half life games; they're too subtle. you will want something that the player is sure to notice, not something that just goes by without notice (you said yourself you didn't notice them, which further proves my statement).
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the running animation and the way he held the flashlight kinda broke the immersion for me. it looks good though, sort of like a mix between silent hill and max payne.
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some photos from abu dhabi near dubai. pretty awesome if i may say so myself.
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i actually wrote a paper on this form of subtle guidance; how you can communicate with players without them consciously knowing. the birds may not have been the best example, although they should theoretically work. there are also the gestalt laws in human cognition - how people perceive and connect objects. there's pretty much an entire science devoted to just doing this.
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it reminded me of doom/serious sam gameplay with puzzles. art was good, gameplay soso