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Posts by blackdog

  • Mafia 3

    • blackdog
    • August 5, 2015 at 7:24 PM

    Yeah in the interview the boss explains the game is set in 1968.

    I dig the period, but character choice doesn't convince me (they talk about the "black mafia", I never knew it was a thing, might be interesting finding out more on that) as well as those gameplay fragments in the comment and interview feel pretty generic.

  • Mafia 3

    • blackdog
    • August 5, 2015 at 3:45 PM

    Unfortunately the trailer doesn't show anything

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    These guys are pretty bold with their statement

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  • CS:GO Vertical maps

    • blackdog
    • August 5, 2015 at 3:30 PM
    Quote from laminutederire

    The real issue is that many are censuring maps, because pro don't like them.. which leads to them deciding how it is supposed to play

    Exactly, thanks for putting it down clearly, that's what I was thinking about between the lines :)

  • Mirrors Edge Catalyst

    • blackdog
    • August 5, 2015 at 3:19 PM

    Ready for another ride :)

  • Rise of the Tomb Raider - (Timed) XB1 exclusive

    • blackdog
    • August 5, 2015 at 3:05 PM

    Right at the beginning they say "The GeoThermal Valley, a massive exploration space: three times bigger than what we ever did before". I'm sure they kept that aspect.

  • CS:GO Vertical maps

    • blackdog
    • August 5, 2015 at 12:26 PM

    I understand and agree with what you say @jackophant, of course gameplay is very different, main modes there are TDM so you're not much concerned… what I mean when referring to COD is that on average windows or accessible upper levels are in the 128/256 units above ground, from what I've seen in video (I don't play multiplayer COD since Modern Warfare).

    Also I'm not asking/proposing to have deadly cliffs and platforming areas or bombsites littered of perches, just saying that there's so much talk about not creating too much height change that even a terrace 256 from the ground like old Inferno's T sniper perch seems a no-no. Of course creating certain areas is a delicate balance matter, but it's doable. I'm not trying to sell the map as perfect, far from it (I hated it until I got to know it a bit) but Piranesi for example had such a height difference that people on top of the wall had to expose themselves quite a lot if they were checking the path dead below. Also the above position had to be earned, often while people were fighting to control the above ground a bomb carrier could slip on the lower path.

    The fact that to play best you have to be an aim-bot, maybe even lowering the v-sensibility to keep you aim more steady is fundamentally wrong from my point of view. And the fact that this sort of push comes from the competitive players winds me up incredibly, because a true sport player embraces new challenges… think that if the NBA was to raise the height of the basket players would say "ok I'll go play in Europe"? CS pro players have amazing skills but I get the impression they have to much say in what's affecting them and frankly makes me consider them pussies, if you allow me a bit of an hyperbole.

  • Gibhard

    • blackdog
    • August 5, 2015 at 9:23 AM

    I spammed it Straight away to all my nerdy friends on Facebook ?

  • Doom (4)

    • blackdog
    • August 5, 2015 at 9:16 AM

    Well is not so surprising in presence of a polished tool like SnapMap, but I guess people were still hopeful since we are talking about Bethesda, a company that has the modding to thank for a lot of the success. Plus the recent attempt of paid mods…

  • CS:GO Vertical maps

    • blackdog
    • August 5, 2015 at 4:16 AM

    Minimize the higher accessible areas.
    Have the lower path perpendicular to where a higher path will be, like a T junction, with a high ceiling (see cs_agency).
    Have both team access raised levels at the same time (see cs_agency).
    Study smoke techniques so that your design accommodates this important counter-measure.

    Yeah a lot of sources talk about limiting the Z axis, especially for competitive maps. See for example Fmpone's talk at GDC.
    I'm not arguing at all that looking up and creating multi-levels increases the difficulty of play (as well as map design), but this practice irritates me so so much. You would expect players to be more skilled after ages of playing. Especially pro players! Instead, thanks to shit COD and playing with a pad, we have been going through a flatter and flatter design of maps. I remember hating Quake 4 because with the sci-fi environments, the fact that platforms/walkways above ground were limited was very apparent.
    I like maps with substantial verticality: I always liked Piranesi a lot for this reason, I like having height changes because I'm a rusher and I like to jump around. As long as a map is balanced, ledges and perches are fair game. Is not like you'll ever play a map in a pro tournament without having ever practiced on it, so just deal with it.

    Geez if this topic winds me up so much!

  • Metal Gear Solid 5

    • blackdog
    • August 5, 2015 at 2:25 AM

    Make sure to let them know that tho, otherwise is not as effective.

    I bought recently Ground Zeroes that was highly discounted, but haven't yet installed it.

  • Doom (4)

    • blackdog
    • August 5, 2015 at 2:19 AM

    Well this is silly. I'm sure it wouldn't be difficult to allow at least creating custom pieces to snap, which an expert modeler could exploit creating a bigger open space.

  • Rise of the Tomb Raider - (Timed) XB1 exclusive

    • blackdog
    • August 5, 2015 at 2:15 AM

    I dunno if it's my internet but the quality of all these latest trailers is terrible despite setting it to 720/1080.

    Anyway, HOW CAN THEY NOT SEE HER JUMPING FROM THE SHED!!! Or all the other instances where's she's clearly in the AIs peripheral view?! WHAT'S WITH THE BOW DOUBLE KILL??

    This is a bit too much and unbelievable to be immersive, also she feels like Sam Fisher more than Lara. I can't be excited for this at the moment. I'm not convinced by the movement/controls, especially after I did start the reboot and movement wasn't perfected as it should in a game like this.

  • Gibhard

    • blackdog
    • August 5, 2015 at 2:04 AM

    This is great! Another time congrats for the awesome work Bram, can't wait to try it.

    Personally I'm feeling this captures the Doom essence better than the new Doom.

  • Homefront: The Revolution

    • blackdog
    • August 5, 2015 at 1:57 AM

    I am interested and want to see more, but tbh the gameplay is not very exciting, too much running around. Didn't really understand what was happening after the ambush, didn't feel like a really dangerous situation.

    For the motorbike I wonder if there are exciting (read: acrobatic) paths to follow (that might work as shortcuts) cos was a bit too many twist and turns without a great sense of progress. I spotted a couple of what looked like ramps going in trashed buildings, so I was imagining what if you have some "platform" driving with some jumping around etc. :)

  • Quantum Break - Remedy's next game!

    • blackdog
    • August 5, 2015 at 1:34 AM

    For some reason I can't grasp at the moment, I was more hyped with previous trailers... wonder if it's the new actors, which despite being me posting the news 8 months ago, I had totally forgotten.

    But I'm really happy we have seen enemies during the time-freeze scenes (there was already some but I don't remember the backpack time machine mechanic).

    Impressive the in-game cutscene with time warp... I would be really curious to see the tools and see how they achieve that, because since I played the first Mafia I had a concept in my mind for a timeline based map editor :D

  • Breaking Bad

    • blackdog
    • August 4, 2015 at 10:53 PM

    Yeah sure Sprony, he knows he's dying and what he embarks into is a work of love (despite the unexciting love life). What I mean that when he finds out he will be able to enjoy the fruit of his work, he's big time greedy.

    Then I might be forgetting details as I've seen the show now at least one year ago. (Shit, already!)

  • What do you think about the new look?

    • blackdog
    • August 4, 2015 at 1:08 AM

    Thanks @Thrik, website is definitely much quicker (posting from mobile atm)

  • What have you watched recently?

    • blackdog
    • August 4, 2015 at 1:00 AM

    Yeah I dunno if I mentioned I went to see Minions at the cinema weeks ago. It wasn't incredibly fun but something real nice to watch with the miss.

    Then Minions kidnapped me!

    The content cannot be displayed because it is no longer available.

    We are planning to go see the Inside Out and Secret Life Of Pets

  • Breaking Bad

    • blackdog
    • August 4, 2015 at 12:54 AM

    I just want to revise my previous statement about "change" a man goes through when money is involved. I was somehow reminded by @Thrik's post -- although he doesn't talk about that, I remember discussing it with other people.

    Walter doesn't really change, I mean, sure he was never a man able to kill when he started, but his true nature was unmasked when confronting the old friend of the startup: to me he looks like he had always been greedy. He doesn't regret not "making it" in terms of being famous, just the money. Money is the way to measure power to him. (Frank Underwood would be disappointed ahem)

  • Windows 10 upgrade

    • blackdog
    • August 2, 2015 at 12:00 AM

    I don't know how you can expect a digital personal assistant help you or recognize people you may want to call if it doesn't access the contacts and stuff like that.

    The thing that they shove ads in your throat is very annoying, that was never shown before (of course).

    @Symix well evidently they are still doing things cheap in the presentation department, that's so Microsoft and so annoying, since other things are so polished. Some things are just ridiculous, like I was watching this overview and at some point there's a ridiculous option screen which is like 128px wide, with only switches aligned vertically /facepalm

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