Posts by Radu
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Maps are designed with that in mind, with some lanes or choke points having a width to allow them to be blocked off entirely by a smoke. Other areas however can be wider to prevent being completely smoked off or require at least two smokes.
When designing a map for cs it's important to keep in mind how certain utilities can affect the map control. Once you know how they work, you can start to design your areas with more intent and account for some situations.
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Only way we're getting another GTA done in the same style is if someone other than Rockstar makes it.
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Wish Rockstar would port the damn thing to their latest engine and do some small improvements here and there. I've been following someone on youtube who does these remasters:
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Last time I played through VC I thought the remote heli mission wasn't as bad as I remembered, but then I got to the remote plane one... Some aspects of it haven't aged that well, like the horrible draw distances for vehicles or having to drive through the entire map to restart a mission, the no swimming etc. However, the atmosphere still holds up. And I like that the world is so manageable to the point where you can get familiar with the streets and various locations.
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No, as far as I know, our studio was only involved with some occasional online stress tests.
@ElectroSheep Congrats on the release and good luck at Reflector studios!
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I seem to have a problem with telling between janky and non-janky animations. Maybe I don't understand what people mean. Can someone post two examples of janky and non-janky?
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Good points brougth up by @Soldat Du Christ
Congrats on the Halo 5 contest and setting an example! However, doing what you suggest would imply more time and effort, especially from the guest judges. Who would want to put in more time than necessary? Imagine having to find a replacement for, I don't know - Warowl.
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Thing about Far Cry is that the maps are too big and it takes too long to complete. Everytime I get 20 hours in, I feel like that would be a good time to end it. The reason for it is that you can liberate so many outposts and do the same 4-5 generated side road quests before you get bored. It would be a much more memorable and digestable experience if they cut 1/3 of the map size.
Although, I liked what the series did with the Expendition quests in New Dawn. You'd basically load into a different map and do a sort of heist, where you have to infiltrate a location and then escape. That was a good change of pace and scenery from the main map. I hope they will expand on these by adding something that Breakpoint featured, but also FC3, explorable non-combat areas that focus on background story telling.
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I finally picked up Dark Souls
fucking Capra Demon
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Quote from [HP]
21 minutes ago, [HP] said: 3DRealms is pretty much back full force, and I feel that no one realized it yet.
There are few that have
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This game looks so god damn packed! I don't even want to imagine how it looks like in the editor..
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Maybe you should do a collab with @Freyja?
If you're on the Mapcore Discord, drop a message in the Playtest channel. One of our qualified playtest engineers will be with you shortly.
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I miss your old avatar @[HP]
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Spoilers
Spoiler
To add more salt to injury, Ellie doesn't even go through with her goal in the end. And you have to ask, would she really not do that? So much pain and suffering and for what? Aside from it being a revenge story, it doesn't even deliver the much awaited payoff. That's what I can't wrap my head around.
I think all of us here could come up with "better" alternatives to that story and we're not even that good of writers. I'll give you an example right off the top of my head that would have pleased the fans and been somewhat interesting: Imagine if they did went for another Joel and Ellie adventure, but instead of killing Joel at the start they played his incoming moment of death to the end. And just built on the tension of when it's gonna happen or if it's really gonna happen. What if that moment at the start with Abby would be her having to infiltrate their camp and play along until the right moment, but after a while of spending time with the group she'd start to question her intentions? You would have more time to develop that character and warm the players towards her, even sympathize a little. And instead of Joel being killed by her, he could sacrifice himself to protect her during some life and death moment. He would redeem himself and she'd get half of her revenge as well. Now, obviously there's a sheer amount of details to figure out to make that work and goals, but tell me the fans wouldn't have liked it better?