1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Sentura

Posts by Sentura

  • DayZ Mod for ARMA II

    • Sentura
    • May 10, 2012 at 4:17 PM
    Quote

    ":21gz9dit]Why not? Zombies are the best thing ever, they're cool by nature! What would you put on there? Big headed white aliens?

    i'm just kind of tired of zombies. they were cool back in the day but it just seems like such an overused concept now. i'd rather see something new and interesting. or even better, a game that is only about survival without any form of antagonist(s)? hella more interesting than zombies.

  • DayZ Mod for ARMA II

    • Sentura
    • May 10, 2012 at 3:27 PM
    Quote from Mazy

    Saw this yesterday as well, even though Arma 2 isn't exactly the most tight controlling game in the world then this could be a lot of fun. Will have to dust it off and check it out.Still waiting for somebody to do a proper open world zombie game (plz Rockstar). Maybe having a randomized destination you have to reach and then loads of forests, villages and cities to cross and scavenge. Seriously don't get why somebody hasn't done this yet. Tho mods like this are nice, then having a proper game could be amazing.

    but why does it have to be zombies?

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 10, 2012 at 1:05 PM

    also, grumpiness != trolling

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 10, 2012 at 12:06 PM
    Quote from Puddy

    I loved that part. It was a nice detour and I'm a huge fan of such epic exploration setpieces. However, it couldn't, and shouldn't, last for a full game IMHO.

    i never said it should last the entire game; but it should be integral to the game. but like i said, i'd rather see them build around the core mechanics than create something gimmicky (which is exactly how the gel etc. felt).

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 10, 2012 at 10:57 AM
    Quote from Puddy

    Moving away from chambers would drastically increase the cost of creating puzzles. The chambers are a great fit for Portal as the player accepts them as plausible constructions even though they are very simple and only feature basic detailing (Portal 2 increases this level of detail of course). Simple detailing and simple geometry means fast and cheap construction times, which is great when a puzzle is bound to go through many iterations before being final.Furthermore, it would probably be hard to divide up "regular" buildings into portable and non-portable surfaces. Props and details could get in the way of the player's escapades. Also, being forced to construct plausible real world locations that work great as puzzles would be a time-consuming challenge and if the environments are designed after the puzzles, players might possibly feel the environments are contrived.

    you can't have great products without great challenge. all i see here is excuses that should never have been made, essentially forcing what could have been something amazing into the framing of something mediocre.

    Quote

    User-made chambers are not a good showcase for the new mechanics. I loved Portal 2 and never found the various mechanics combinations to be frustrating. Just refreshing. Virtually every game can be subject to this kind of abuse. Throwing too many mechanics at the player at once is usually never a good idea.

    something that happened while i was playing through portal 2, was that i got fed up with how complex the puzzles had become. by the end of the game i was really annoyed with the chambers because of all the new mechanics that did nothing to help the (my) player experience. and i think this is a huge problem in the industry actually, that games focus on mechanics and quantitative results to attempt at making something better. a game doesn't need new mechanics to be more enjoyable, because mechanics aren't inherently affecting the player experience. people are only starting to become aware of this now, but i'm hoping that this will become a stronger point in game design; especially in triple A development.

    case in point: the best part for me was definitely the beginning of the old aperture science, where exploration was key and all you had was portals. which, when i think about it, ties in nicely to what i stated before with the environment.

    Quote

    Whenever there's a clash of subjective opinions, this goes without saying (unless you are talking to a fanatic of some sort). It is also applicable to the Bioshock thread...

    this statement is ironic seeing as you wanted to put down Pogop for his opinion.

  • sci fi city concept (monkey island-ish)

    • Sentura
    • May 10, 2012 at 10:12 AM

    the fact that it seems like the city doesn't continue towards the vanishing point. it makes it look as if the green part of the city is just between those two large buildings. if this is supposed to be a metropolis, then you really want to add more taller buildings, especially towards the vanishing point.

    another thing may be that the transition between empty space and city might be too sharp. even if you had a city like this floating on something, you'd at least make sure it really does look like its floating on something and not just standing there.

    other than that, the focus point is well placed and the concept seems interesting

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 10, 2012 at 9:49 AM
    Quote from Puddy

    Portals are still the vessels for all other puzzle mechanics and portal surfaces still define the puzzles heavily. I can tell you without a doubt that a Portal 2-length game would definitely fall short if no new mechanics were added to the mix. There's only so much you can do with flinging etc...But let's argue taste!

    i doubt that the game would fall short; there's a ton you could do with different environments, and especially making exploration a big part of it. it's not so much what you can do, it's what you can do within an environment. the test chambers were very limited in portal one, it would seem a natural progression that the outside and regular buildings and stuff would provide a new challenge to the same mechanics.

    in the vein of what Chimeray said; now when you use every mechanic available in a puzzle, the puzzle becomes cluttered and obfuscated in complexity, and that is detrimental to the player experience because of the frustration it will end up causing. in the first game, you could use every mechanic and still be within a player-friendly frame that would not frustrate them.

    as for the taste thing: i'm not raging over a presumed troll here, i'm not saying you can't have your opinion, i'm just stating my opinion.

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 10, 2012 at 9:04 AM

    i disagree, portal didn't need new puzzle elements, and especially not in test chambers. portal would have been fine without the sequel; they even wouldn't have to retcon the ending of portal one then. personally back when i had hopes that episode 3 would be released at some point in time, i was also hoping that it woulc contain the portal gun, and in that way make a semi-sequel in the game. portals in a hl2 setting would be awesome, and would lead to some interesting puzzles or ways of thinking. but best of all, it wouldn't feel gimmicky or trite, because the focus would still be on portals, and not on test chamber 2.0 bullshit.

    and i know how they incorporated a student game to make portal 2, it doesn't justify what they did with the game.

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 9, 2012 at 11:52 PM

    i dont know, right now it really feels like creating levels for portal 2 is much less about portals and much more about funnels and gel and shit. it's just not the same, and it makes the portals feel gimmicky.

  • Bioshock Infinite (Spoiler free thread)

    • Sentura
    • May 9, 2012 at 6:11 PM
    Quote from Puddy

    But PogoP is a troll that is always wrong.

    yeah then you're definitely helping by getting upset, son.

  • Bioshock Infinite (Spoiler free thread)

    • Sentura
    • May 9, 2012 at 5:09 PM

    lets all argue taste. let pogop say he enjoyed the second more, your opinion is not more valid.

    personally i enjoyed both games for what they were, and i'm going to leave it at that.

  • Bioshock Infinite (Spoiler free thread)

    • Sentura
    • May 9, 2012 at 2:26 PM

    aw =(

  • Diablo 3

    • Sentura
    • May 8, 2012 at 10:19 PM

    i always loved the design of the angels, it's one of the best choices in their art direction. they're almost as grotesque as what they fight, and i think it's a strong point that their faces are concealed.

  • Piratebay officially blocked in the UK

    • Sentura
    • May 8, 2012 at 10:08 PM
    Quote from Skjalg

    I bet when I'm old I'll rant about "...When i was your age, the internet wasnt censored".And they wont even comprehend what that is like.

    http://thebestpageintheuniverse.net/c.cgi?u=pass_sopa

  • The Avengers

    • Sentura
    • May 6, 2012 at 9:41 PM
    Quote from Minos

    I felt like an idiot standing in a huge line to see this movie last night. Not worth at all imo. Just another hero movie but with Scarlett Johansson. If you have seen one of the marvel movies you have seem them all.5.9/10 (i'd give it a solid 4 if it was not for Scarlett)

    you're turning into me

  • The Elder Scrolls MMO

    • Sentura
    • May 5, 2012 at 2:23 AM

    i don't know, i like the prospect of a stalker mmo. the thing is, the world has to be huge in comparison, so that in every place you'll only find a minimal amount of people. i'd love to see a coop stalker kind of game as well, it could be really interesting...

  • What are you playing now?

    • Sentura
    • May 4, 2012 at 3:24 PM
    Quote from Taylor

    Skullgirls, why are you so good? Why do you do everything right? Why do you make so much sense? This is hands-down the most fun I’ve had with a fighting game since GGXXAC.

    i got it as well (psn), really like the tutorial and the fact that the timing with combos isn't too strict

  • Portal 2's The Perpetual Testing Initiative

    • Sentura
    • May 3, 2012 at 3:58 PM
    Quote from generalvivi

    This is the perfect gateway editor for people to get into design

    here's to hoping that people at autodesk/unity etc. all take heed of how awesome this will be

  • Piratebay officially blocked in the UK

    • Sentura
    • May 3, 2012 at 1:00 PM
    Quote from barrakid

    Also did the ISPs just block thepiratebay.org? because TPB has switched to thepiratebay.se a while ago, maybe that one isn't blocked?

    hahaha, this actually worked!

  • Piratebay officially blocked in the UK

    • Sentura
    • May 3, 2012 at 10:25 AM

    uk wasn't the first to do it either, it's been blocked for a while in denmark

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™