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  3. blackdog

Posts by blackdog

  • Rage 2

    • blackdog
    • December 13, 2018 at 10:21 PM

    To me they don’t look that different, if anything the first seems more washed out. I don’t think the first can be prerendered, there are too many environments to rebuild just for the sake of leading people off? It’s not like a well contained trailer like the first Bioshock or Killzone 2 unveil.

    I guess the first was upsampled and encoded better.

    ~

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  • Beyond Good and Evil 2

    • blackdog
    • December 13, 2018 at 10:17 PM

    Ubi released a walk around the universe of the game

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  • Rage 2

    • blackdog
    • December 12, 2018 at 3:49 PM

    Tim answering some questions, he was like producer or director of the first

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  • WIP in WIP, post your level screenshots!

    • blackdog
    • December 11, 2018 at 3:18 PM

    Loving all these scenes @Brightness, are they only just scenes or is it like a vertical slice for a project? ?? Can easily see this being an adventure title, even third person… I guess it’s the vintage look, makes me think of Alan awake a lot

  • Opal

    • blackdog
    • December 11, 2018 at 3:13 PM

    Awesome, nice upgrade all around @MikeGon, looking forward to see the final.

  • DC's Cinematic Universe

    • blackdog
    • December 9, 2018 at 10:16 PM

    As expected, Netflix has announced they’ll be bringing the DC Titans TV show in europe

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  • Counter-Strike: Global Offensive

    • blackdog
    • December 9, 2018 at 10:04 PM

    Oh Valve

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  • Counter-Strike: Global Offensive

    • blackdog
    • December 9, 2018 at 3:24 PM
    Quote from text_fish

    1 hour ago, text_fish said: A desert theme might be cool, you could even throw a few classic dust elements in to areas of it, and have a large expanse of undulating dunes right in the middle so near the endgame players have to use natural elevation to their advantage.

    I’m imagining something a-la Spec-Ops The Line, and desert around just to justify not being able to go there, but guess anything can work.

    ~

    @FMPONE had an after thought regarding the potential competitive mode with resources… instead of having it fixed according to the mapper’s design, an in-between solution could be showing on the map at load time where stuff is gonna spawn, so you keep the dynamic aspect of randomisation, but teams can decide what to do from the start.

    I feel in such a bigger environment there should be some sort of randomisation, so another solution could be allowing the mapper to set where resources are, but must design it in several configurations that get randomised at the beginning of the round. Think of the classic de_havana where certain paths would be open or closed, just resource spawns would change (and again, indicated on the map at load).

    Now use your Valve connections to give us exclusive access to the SDK so we can spin a studio off Mapcore just like early Gearbox did ?

  • Counter-Strike: Global Offensive

    • blackdog
    • December 9, 2018 at 10:27 AM
    Quote from text_fish

    On 12/6/2018 at 11:41 PM, text_fish said: New plan: Massive CSGO Battle Royale map set in Venice, as part of a huge Mapcore collaboration. A shit load of us work on Venetian buildings for a month or so, and then slap them all together with a bunch of canals and bridges.


    Profit.

    Ah meant to say, as I was chatting with the others while playing: I believe there’s a lot of freedom in themes for this mode, and you don’t need islands. City/part of a city was a first, I was thinking how it would look a post-apocalyptic NYC theme, sort of copying The Division. But other ideas I had just during load times are a peninsula closed on 1-2 side by cliffs, you can have a desert map, a mountain top(!).

    If we could figure out a way to collab I’d be interested, as my problem with mapping until now has been creating overall layouts, but small areas I could create.

    ~

    @FMPONE reading here the additional explanation I understand what you meant on Twitter, and I can kinda see what you mean, would be a bit like RTS maps, where everybody knows we’re resources are and rush which depending on play style. Could be interesting. I wonder if they could keep the 5v5 formula on an even smaller map? Would a competitive mode be two teams or a brawl of teams? You could basically have the early elimination aspect of current tournaments in a few rounds on like 3 maps of the official mode was teams of x2 or x3.

    ~

    Not sure if you guys had figured this out, but watching a Warowl video last night I found out that the drones follow the tablet, you can order a delivery and drop the tablet to sneak around whilst someone follows your drone! He loses the 1v1 to someone using that strat

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  • The Last Campfire (Hello Games)

    • blackdog
    • December 9, 2018 at 4:14 AM

    I Not sure how such a small studio managed to find the resources to create a new game whilst developing major updates to a game like No Man’s Sky, but they did.

    It’s an adventure-puzzler game by the looks of it. #cuteoverload as well

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    ~

    On Twitter Sean Murray says this was made by two people

  • Far Cry New Dawn

    • blackdog
    • December 9, 2018 at 4:11 AM

    Seems like all the aftermath/post-nuclear apocalypse games nowadays are tinted in bright colours, you could almost mistake one for the other. Not sure how they managed to churn out another FC so quickly, other than it seems to be using the same setting as FC5.

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  • Counter-Strike: Global Offensive

    • blackdog
    • December 9, 2018 at 2:19 AM

    I was kinda thinking back at the game mode today and my complaint is that it doesn’t feel “CS” enough. For a new player coming into the game now, because it’s free and there’s battle royale, there’s very little they can learn and take to the classic game modes.

    I wish there was more shooting, the fall damage seems too harsh, maybe we should spawn with the knife and have the tools be an upgrade, bringing back the classic feeling of “knife rounds” from pre-CSGO.

    (There should also probably be a zip-line ? (maybe will be added as was mentioned in some leak for HL3/HLVR) and some other kind of environmental interaction to use.)

    Where I see CSGO going now is: it either blows up, gaining users thanks to BR, but create essentially two communities due to the differences from the base game (see above), or numbers will dwindle quickly, and Valve will have to make some radical changes to bring the BR mode closer to the CS core.

    See for reference this trailer for Dying Lyght: you can instantly recognise it as that game, and does seem to play on the core gameplay/strengths. Remove the UI and Danger Zone could be any mod or indie developed BR game/mode.

    ~

    On another note, thanks to 3kliks video I realised you can throw the tools! (Great first win demo he has there as well)

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  • Just Cause 4

    • blackdog
    • December 8, 2018 at 9:03 AM

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    basically more of the same, I can’t understand if the reviewer says there are no grenades?? ?

    ~

    im playing JC3 at the moment and one of the small changes that I don’t understand from JC2 has been the removal of “hanging” from the side of vehicles. Was such a cool system before. Would have made sense to keep it considering the special grenades like booster ones that you can attach.

  • The Outer Worlds (Obsidian)

    • blackdog
    • December 7, 2018 at 8:57 PM

    This really gives me more of a Rage meets Bioshock vibe, than a Fallout influenced game… but considering all the criticisms to the latter, maybe it’s a good thing.

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  • Counter-Strike: Global Offensive

    • blackdog
    • December 7, 2018 at 3:36 AM

    Enjoyed the first session. Main problem maybe a bit laggy, despite the amount of things to learn it pretty well implemented (haven’t played any other BR game). I wish there was more armour and ammo so to shoot a bit more. Haven’t got used to the fact that you can regenerate health :D

    I got a chicken dinner with @jackophant, one solo, and one with @esspho and @Squad.

    Got the recordings but I’m not sure how to edit to make it interesting, is not like watching a competitive clutch.

    Anyway great fun, thanks for playing guys! :)

  • Eternity

    • blackdog
    • December 5, 2018 at 8:19 PM
    Quote from esspho

    On 11/27/2018 at 4:32 PM, esspho said: Really nice looking! But the red door and stairs in the 8th screenshot look a little weird. Irl the door would propably be mirrored and the railing just at the end makes little sense.

    Good job, both of you.

    Agreed, good looking map.

    I would add that the whole stairs indicated here are a bit weird, I think the steps are a bit tall? Unless is just perspective.

    The other red door under the vent is locked, shouldn’t it be another colour to not distract players?

    In general I think the theme is not at its full potential, you have some weird contrast like clean textures and ivy on the wall in the same room (plus ivy hanging in a room with ceiling?)

    I think if you take the time to refine these aspects it will look even better.

  • Doom 3: Phobos - Episode 1 released

    • blackdog
    • December 5, 2018 at 5:20 PM

    Did you have a topic already? Name rings a bell…

    would be nice to see some screens.

    I never finished D3 and planning to pick it back up, having extra maps seems a good motivator as well.

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

    • blackdog
    • December 4, 2018 at 9:49 PM

    Next logical step for Valve is sidestep the market again. Next they will print their own cryptocurrency ?

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

    • blackdog
    • December 4, 2018 at 6:04 PM

    Wanted to post but was working, thought the same: great timing by Epic. Seems like they really want to get on their nose.

    Competition is good. The terms and share super honest for what you get. I can see the indies flicking already.

    Ps: I’ll repost in UE topic to keep track

    PPS: @Radu Alien Swarm was acquired as well, the game was originally a UE mod, if I remember correctly got like second-third place in the “make something unreal” contest. I think they then went Source because of maybe more favourable licensing and ended up being acquired and the game given away for free.

  • Overkill's The Walking Dead

    • blackdog
    • December 3, 2018 at 6:32 PM

    The consequences of this poor release struck fast as Starbreeze has to run for cover to save itself

    https://www.pcgamer.com/starbreeze-fil…oid-bankruptcy/

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