San Andreas was an amazing game, especially once you got to Vegas. The setting and characters weren't as interesting as Vice City's (CJ was rather wooden, and I hated how much he built himself up only to instantly fall down to rock bottom cause his brother said he wasn't cool unless he acted like a worthless thug again, and the game treated this like a right and proper conclusion), but the gameplay elements, world size, fighter jets, casino heist, etc. were so worth it.
Posts by Jetsetlemming
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It strikes me as something that would work in CSS based on those screenshots, but that may be just because they're so many goddamn counterstrike maps released dev textured.

Hey, I didn't have a 100% complete Source map before last month with a TF2 pyro gimmick map, so I can commiserate.
I'm working on an urban Zombie Master map designed to be impressive visually now. Keep getting distracted by TF2 though... -
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Quote from Punky
[Blocked Image: http://www.cubeupload.com/files/bf18f4dmparkterminal0045.jpg]
That's pretty cool looking. What kind of design are you gonna go for, texture-wise?
EditL: Also, this for HL2DM? I reinstalled that last week, and not a single server was below 150 ping, or running a non-custom map and gamemode.
It was all some roleplay thing apparently. -
I was glad to see the later game footage in the video, the stuff they showed early on was so monochrome I couldn't tell people from the environment except by movement.
Visual contrast is a good thing. -
Quote from Loafie, Hero of Dreams
Little update for the map I'm working on for Calamity Fuse. Worked on some of the curves, added some more displacements, new textures and a fog layer. The design is based off of smooth and sloping granitic rocks from glacial movement like in Tuolumne meadows, as well as volcanic hexagonal basalt columns found in places like Devil's Postpile and Giants' Causeway
These are amazing. Never heard of that mod (Game?) before, I'll have to keep an eye out for it.
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I found something to satisfy the game desire I had that made me try WoW- On a random recommendation I grabbed a copy of Gothic, and it is AWESOME.
So many great things, and so buggy you'd think it was made by Troika. I've got a feeling this is gonna end up on my all-time favorites list when I've beat it.There's so many innovations that I'm surprised haven't caught on, because they're ingenious. When you and a human fight, if one of you is killed with a melee weapon and don't die but instead are "knocked out", and they can be robbed blind to add insult to injury and/or finish them off and murdered (NPCs steal half your money, they tend to discourage murder but quite enjoy a brawl between two prisoners). Each and every person and monster is unique, and does not respawn. You kill a monster, it'll NEVER Come back, which is great. The AI's actually pretty impressive. Weaker monsters hang back away from you just outside melee range, attacking if you turn your back to them or charge forward, stronger monsters gang up on your and charge, if you jump on a cliff or rock or something they can't run up if there's an alternate path nearby they'll find it, if the path goes halfway around the world they won't, if you leave them alone yapping around your heels they'll run out of gas and retreat, stupid beats are appropriately stupid and will follow you off cliffs if you piss them off then run away (which is a fantastically fun way to kill things, too bad it doesn't give XP)...
So many great things packed into one game. The only real complaints I have are the way sidestepping works and the way movement and fighting is organized makes it feel like a console game (It was designed to be possible to be played keyboard only) so you can't aim with the bow, and instead rely on autoaim, and you control which way you swing melee weapons by holding use and pressing a movement direction instead of waving the mouse. I've gotten used to it, so it's pretty manageable.

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Quote from Taylor
Nobody playing the PC version would have avoided using quicksave. The problem is not that it makes the game easier, though you can't really judge the difficulty of something until after, it's that it ruins the suspense and tension: Investigating a noise or heading into some foreboding room is a lot different when you have something to lose, even if ultimately any encounter is weaksauce.
Wut? I played it on PC and didn't use quicksave.
If SH4 had it I woulda used it, though.

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":2150jf8e]Aye, no one's blaming you, I used other games texture on some of my previous maps as well!
And I bet we all did at a certain point! 
I've got a bunch of doom and quake textures in my Source folder.
It was marked as a free public domain texture pack when I downloaded it and the author claimed he made it.I've still got it for the lava textures. Where else am I supposed to get lava in Source?
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The PC release of SH2 (Sh3 and 4 got one, too) wasn't worse than the PS2 release. The chainsaw starting unlocked thing was a bug that happened for some people, and the quicksave was optional and didn't have any effect on the game. Save spots were frequent as hell in SH2, and it wasn't at all difficult.
SH3 and 4 didn't get the quicksave and was feature-wise completely identical to the console versions.
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Quote from Quakis
Then again, this game isn't specifically being made by Konami right? It's a US developer this time? I haven't really been following up on this one though. I'd rather much see a more true SH2/SH3-ish game by the original devs.
An American dev called "Double Helix", which is two development studios merged together by their owner. Those studios were The Collective, who've made just about nothing (most notable title: the abysmal Marc Echo's Getting Up), and Shiny, who went sharply downhill in the 21st century. They haven't made a good game since 2000's Sacrifice.
Fun quote related to Marc Echo's Getting Up:
QuoteIn an interview in Metro New York,[3] Marc Ecko was outspoken in his response to these critics, describing gamers as "the guys who got wedgies in high school" and "divas" with a "predisposition to have a bug up their ass for anything urban", who dismissed the game as riding on the coat-tails of Grand Theft Auto solely for having a black character on the cover. The reviewers, he says, are "slaves to the code" and not "slaves to the branding, products, or experience" as he would prefer, and they unfairly compare the game to better-received titles, such as Prince of Persia: The Sands of Time. He admits that the game was "not as precise as I would have liked to see" , blaming the game's failures on system limitations "that people just can’t understand", and that the title was "as polished as you can make it on a no-hard-drive console like the PS2".
:titter:
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Quote from dux
Whats wrong about that?
Pyramid Head was unique to Silent Hill 2. He was specifically a manifestation of James Sunderland's psychosis. He is not a normal Silent hill entity, character, a real being, or anything else. He's just become iconic for Silent Hill fans becuase he raped some mannequins and everything likes SH2 the best. They threw PH into the movie without rhyme or reason just solely because he's cool and iconic. He made no sense being there, just like none of the shit that went on in the movie belonged there, but that was OK, that's a movie, it's not made for SH fans, it's made for movie-goers. It doesn't need to fit into the game series which is generally more thought out and significant than "This looks cool". Homecoming cribs elements from the movie without setting its own tone. It's not fitting in the series of games, it REALLY is just Silent Hill: The Movie: The Game.
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Quote from D3ads
Pyramid Head in all his moviefied glory (obvious spoiler):http://www.gamersyde.com/leech_8074_en.html
1) Oh GOD, it really is Silent Hill: The Movie: The Game! Fuck fuck fuck!
2) The environmental design is pretty good, and the main character looks quite human. Like, Valve quality character model.
3) Jesus fucking christ, Pyramid Head.
If there isn't a good goddamn reason for James fucking Sunderland's nightmare to be in Homecoming I'm gonna freak. -
Quote from Quakis
I'm not sure where I've read/heard it though, but I think Silent Hill 4: The Room wasn't originally going to be a Silent Hill title, which probably explains why it's different from the previous three games.
It was a Silent Hill title from the start, just originally meant to be a spin-off title called The Room. The SH4 bit got added on early in production.
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Quote from Deathy
the trailer back in 2001 was better actually..

Nothing on Heaven or Earth is better than the E3 2001 DNF trailer. I've got a high-def fullscreen version of it that came on my copy of Duke Nukem: Manhattan Project and it's so good it makes the occasional head explode every time I play the video.

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Quote from D3ads
and to my great delight.. PC as well.
Really? I haven't heard about that at all, stupendous news.
Though now I no longer don't care if the game isn't good. D: The news that the game will have QTEs, and is being developed by devs who have not a single good game released in the past ever (The original dev did not, and Shiny, whom they've been merged with, haven't made a good game in eight years since Sacrifice, haven't even made a meh one, or an "on par" one. They've made nothing but clunkers
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Quote from zaphod
Valve is killing off mods!!!

http://www.theinquirer.net/gb/inquirer/ ... -kills-modHahaha that's one way to look at it, I suppose.
