Posts by Radu
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The AvP titles have always been good, especially AvP2 developed by Monolith.
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2016 was a pretty packed year with a bunch of great games... like just google 2016 games, I forgot that all those games came out that same year

It was unfortunate for T2 to be released 2 weeks between Battlefield 1 and Infinite Warfare.
D2 was released on the same day as Infinite Warfare.. even though the target audience might not have overlapped that much, I'm guessing the latter was louder in promotion? A few days later, Watch Dogs 2.
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Quote from ┌HP┘
17 minutes ago, ┌HP┘ said: The level where you have this device where you alternate between alternative realities is really memorable, along with the final mission in the villain's villa.
It's a bit funny that both D2 and Titanfall 2 have levels about time travel and one where the environment is dynamic and changes around the player, and also both came out in 2016, both sequels.. conspiracy begins
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While we're still talking about the series, how do you guys think the second compares to the first? I honestly enjoyed the first one more, probably because it had a thiccer atmosphere, but also better readability? I can't quite put my finger on it, but D2 seems cluttered more often than not. There's too many objects everywhere and notes and bone charms. I found myself a few times just mindlessly tapping the key to pick up everything, following a trail of details only to find myself in a different part of the level. Playing Death of the Outsider now feels a bit better. Is it just me?
Story wise, I think the first one holds better because there's more structure to it, some twists and turns. In D2 it's pretty straightforward with few surprises.
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I think what you're trying to say is that the game needs quiet moments punctuated by angry waves of aliens for it to work, similar to the film. And I would agree with that. I don't think they can afford not to deliver an aliens game after colonial marines.
Some things of interest from the steam store: https://store.steampowered.com/app/1549970/Aliens_Fireteam/
- cooperative third-person survival shooter, in squads of 3, either coop or with AI
- a series of replayable campaigns that evoke and expand upon the blockbuster films
- face overwhelming odds against over 20 enemy types, including 11 different Xenomorphs along the evolutionary scale from Facehuggers to Praetorians
- choose from five unique classes - Gunner, Demolisher, Technician, Doc and Recon - each with their own special abilities and character perks. Utilize an extensive arsenal of 30+ weapons and 70+ mods/attachments in your effort to eradicate the Alien threat. An innovative Perk Board modifies and improves your abilities, while a unique Challenge Card system alters the approach to each Campaign mission, offering a new experience with every playthrough
I guess we'll just have to wait and see.
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Quote from will2k
8 hours ago, will2k said: Aftermath of a wild party, 1851, colorized
Going for a pacifist approach I guess?
Have it (and Death of the Outsider too) on my wishlist, hopefully to play them later this year.
No, I was curious to see if the game could handle stacking the NPCs in the house in just one area... but then I had to take a step further with a larger area. I call this The Morning After
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My setup is a bit more... modest
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Looking good, guys! In fact, those maps look so good it's disgusting. I really like the sandstorms.
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Kept seeing this pop up in the news with 3m players now. I tried it earlier and I have to say first impression is good! The forests feel like actual forests, with lush vegetation. And the game seems pretty easy to get into. Overall, pretty honest design, no bullshit. Would recommend to try.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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I finally got around to walking through this. First impression is pretty good. I like the layout shape and how organic it is. Feels pretty fresh, maybe leaning towards Insertion. I think an important aspect to consider is to differentiate it enough from Insertion, especially since the second one is releasing soon.
Some things you could improve right off the bat are:
[Blocked Image: https://cdn.discordapp.com/attachments/316572533677752320/811661689572556820/ct_spawn.jpg]
Both ends of the train track are visually identical. It would help a lot to differentiate between them by adding some road towards the A site building. Which in turn would help it seem more like an actual place where people get to it by driving. You could maybe add a small guard post and continue with the road between the building and rock wall into a parking lot (part of the background of course). Right now it's just odd how isolated that building is and also how it continues into the rock.
[Blocked Image: https://cdn.discordapp.com/attachments/316572533677752320/811661691762114610/a_site.jpg]
There's also the question of what this building is actually? And what's the purpose of this space here, why is walled like that?
[Blocked Image: https://cdn.discordapp.com/attachments/316572533677752320/811661693695819826/waterfall.jpg]
This area is pretty cool and you could spice it up a bit with a waterfall and small vista nearby. Or maybe several smaller waterfalls, whatever is easier. But there's definitely potential to make this stand out if you add something extra to that area.
[Blocked Image: https://cdn.discordapp.com/attachments/316572533677752320/811661695641452554/t_Spawn.jpg]
T spawn is a similar case to CT spawn. There's nothing to differentiate it from the rest of the map. One idea right off the top of my head is to construct some small wooden lodges, like a resort or camping grounds, to give the area some identity. Generally, you want the important areas to stand out from everything else.
But overall, I like it. Just what you have so far is enough to reveal some potential of creating a fun map. It reminds me a bit of something from 1.6 for some reason.
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I think they might be going for something along the lines of They Hunger, where it's horror, but not quite scary, just odd. I'd say we could use more of that.
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This would be my mousse of choice
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But if you're asking about mice, I've been using the most basic shit you can get. Not sure how much out of 10, but it gets the job done.
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