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  3. MikeGon

Posts by MikeGon

  • De_Hongya [WIP]

    • MikeGon
    • October 7, 2019 at 11:56 PM

    Cool stuff @Vintendi!!

    Be sure to present an overview or workshop link once you got a solid build, so we can see what the whole thing looks like! ?

    Good luck!!

    Quote from Vintendi

    On 10/2/2019 at 1:38 AM, Vintendi said: Currently working on a map set in china... location will be revealed later.

    Wild guess here, but is it located in Hongya? ?

  • Steam will have to make games resellable?

    • MikeGon
    • September 26, 2019 at 2:30 AM
    Quote from blackdog

    20 hours ago, blackdog said: I mean, devs could DRM the hell out of their games, no? You check if is a different machine and a different Steam ID, and you don’t run the game in that case.

    What's worrying about this is that it could potentially become a law. That means all digital stores would need to oblige, not just Steam. Then this could get adopted by other countries and become the new standard over time... and no, there's no going against the law ;)

    Sadly I think this battle will be hard to fight because this thing going through will likely be seen as beneficial by a lot of gamers.

    Wut I can get my new games for like half the price??? Sign me the f*** in!!

    Even if it's just in France at first, you can bet your *** people are gonna VPN there with a fake IP address just to save a few bucks. Some already do it with Australia to pick up games early at release day because of time zones...

  • Borderlands 3

    • MikeGon
    • September 25, 2019 at 12:34 AM

    Soooo is anyone playing? Thoughts?

    What's the situation with performance? I'm hearing left and right that there's issues...

  • Steam will have to make games resellable?

    • MikeGon
    • September 24, 2019 at 3:29 AM

    If this was to happen this would change the face of the industry.

    This would expedite the transition towards games as a service and force companies to fiercely compete on capturing people's attention and time, since players just getting their hands on the game wouldn't be a credible way to create revenue anymore. If AAA companies didn't have their hand forced into going GAAS enough already, now they would have no other choice other in order to make the game sustainable.

    Some beloved developers might still be able to rely on their community's good will to buy the game at full price or use other means of monetization, but for most it's gonna be dog eat dog. Either you have all the players either you have none. Full speculation here, but with competition getting more aggressive, you can probably forget about companies letting us share development knowledge publicly (GDC, forums like this one), as this information would then be key in making a game that stands out in this market.

    Story-driven games and other genres that are at core not endlessly replayable would be forced to adopt a different strategy for recurring payment such as the Telltale episodic approach, or what have you.

    With lootboxes an other forms of real money gambling already getting restricted/banned, we can likely forget that as a valid strategy in the coming years... so subscriptions -type stuff would definitely be in.

    I need to spend more time and think about it, but my gut response right now is a big NOOOOOOPE.

  • anchor

    • MikeGon
    • September 19, 2019 at 3:37 AM

    Just ran through it real quick and I like it a lot, especially the overlapped areas, and the varied elevations! There's also a good mix of interior/exterior, and areas are already distinguishable without art!!

    Feels super solid overall, but here's a few things I noticed:

    Spoiler

    I think the breakable window area with the death pit right next to it might be a bit too crazy... feels like in its current state, players will kill themselves there by accident a lot. The main problem I see is that dropping on the pipe from the window is hard to execute, plus the pipe is hard to even see! I actually didn't notice it the first time and instead tried to jump from the window and land on that floor on the right:

    I only noticed the pipe once I looked at the area from the other direction...

    Now I'm nowhere near the "E-Sports pro 420 no scope $$$" skill level, but out of 4 times I died 3 times there trying to either make that jump or land on the pipe from the window, so that's feedback for you... works fine on the way up though!


    Spoiler

    The area with the catwalk and the playable roof on top feels slightly off-metric in a couple ways. You knock your head on that roof when you jump, it kinda feels like you could crouch jump from the railing onto it while you actually can't, same from the stairs onto the roof, etc.

    One possible solution would be to lower the whole catwalk area a little bit, by like just a few inches.

    Also dropping onto that part of the catwalk from the roof feels insanely dangerous and kinda clunky:

    I'd either make that space wider or align the railing with that roof somehow, to make it clear we should/should not jump down there, whichever you prefer!


    Spoiler

    This jump on B-site kinda looks possible while it's not. One solution could be to make that object a bit taller to make this visually clear.


    Spoiler

    This spot under the metal bar looks crouchable while it's not (you probably already planned to put some kind of props there but I wanna point it out just in case):


    Spoiler

    If we talk about fiction for a minute, I feel like using a bomb to break a single metal wire to take a tower down sounds a bit... ineffective? It doesn't even feel like it would disrupt anything, nor would it make the tower fall, because I think cables like this are only there to protect against wind's directional force, they don't just "hold the tower at all times" lol... maybe these bombsites aren't where cables are attached, and are instead the location of essential elements that make the tower function. For instance one could be power supply, and the other could be server/communication booth. Take this with a grain of salt!

    Key concepts of telecommunication on Wikipedia


    omg is this the sweatshop where the Mapcore shirts are made???

    Either way, great progress @esspho, I can't wait to see where this goes!!

  • de_army [Old]

    • MikeGon
    • September 19, 2019 at 2:30 AM

    Looks neat!! Seems like it's going to have some verticaliy too which is awesome!

    Be sure to drop a workshop link once you got a solid playable version! ?

    Quote from Sgremo

    5 hours ago, Sgremo said: It's a big army base with an airport (country to be chosen)

    I say Vatican

  • Counter-Strike: Global Offensive

    • MikeGon
    • September 18, 2019 at 10:14 AM

    My point overall is this: Valve is stuck in a position where they can't just make drastic changes out of the blue, no matter how beneficial it would be.

    I guess one solution would be to release a new separate iteration of the game, and with it comes those kinds of changes (CSGO 2?? Counter-strike: Origins??) ??

    Quote from fewseb

    On 9/16/2019 at 9:08 PM, fewseb said: I dont really get what you mean by that? Is it too smooth?

    Sorry that metaphor didn't quite land, this is what moving up/down stairs in this game feels like by default

    What I'm saying is it shouldn't be as shaky as it is, even without clip brushes. When you step on anything there's zero transition between the 2 heights, it's like a binary 1-frame thing. Sorry but as of 2019 that's just really outdated... That's why it feels terrible, and that's why instead of being a subtle polish thing, clip brush slopes are pretty much mandatory in this game.

    Look at any modern shooter game with decent production value, and you'll see that none of them have that problem (excluding Bethesda games unfortunately, but hey what kind of reputation do these games have for their controls again?)

    Quote from fewseb

    On 9/16/2019 at 9:08 PM, fewseb said: ITs true that maps have to be brightly lit, but is that really a bad thing?

    One major side effect is that it reduces our possible choices when it comes to setting. Wanna make any dim moody interior? Nope. Wanna add any subtle rain/fog/atmosphere effect? Nope. Wanna make any exterior setting that takes place at night? Forget it.

    (I'm exaggerating but you get the idea)

    Quote from fewseb

    On 9/16/2019 at 9:08 PM, fewseb said: While youre certainly right about CS being behind with some features, its dangerously close to ones where people argue CSGO isnt up to date because you cant aim down sites or sprint.

    To clarify, I'm advocating for fixing bugs that have been glorified over the years, not changing what CS is fundamentally. ?

  • Anubis

    • MikeGon
    • September 18, 2019 at 8:16 AM

    Very good progress so far @Roald @Momoderator, happy to see you're starting to get some art in there too!!

    I ran through it real quick, looks like a solid layout, I really like the bombsites in particular! ?

    One thing I'd like to point out, I see a lot of similar 90 degrees corners and corridors with similar width, which feels a bit repetitive.

    I know visuals are gonna help making them feel different, but I strongly suggest injecting some variety in there early at blockout stage. Some corridors could be tighter, angled while sticking to the grid, have a volume (pillars, what have you) in the middle of them, etc. Some of those corners could have a different shape, like a rounded or 45 degree shape in the corner either by changing the blockout or by using props to create a volume, like vertigo here:

    Notice how this could totally have been just another 90 degree corner, but instead they made it a lot more unique (I'm strictly talking about the layout, here)

    Great example from your map:

    (althought this one has an impact on gameplay because of the cover, and I'm not saying they should all have a thing like that, but you know what I mean...)

    Again good progress, can't wait to see the next update!! ?

  • Counter-Strike: Global Offensive

    • MikeGon
    • September 17, 2019 at 12:45 AM
    Quote from PogoP

    On 9/9/2019 at 5:46 AM, PogoP said: Me and some friends have been trying to get into CSGO the past week or so, and I just don't understand the appeal of it any more. You guys got any tips on how to.. I dunno, enjoy it more?

    To be fair I think that like other old+popular games CSGO is in a condition of being held back by a lot old dumb issues and exploits that shouldn't be there anymore but devs can't even fix because purists are gonna riot...

    Movement is stiff and feels like you got a 2x4 up your ass, player collision snags and sticks to every surface from blades of grass to fckin air molecules, bunny hop, boosting look/feel dumb and were obviously never intended, walking up stairs/sidewalks feels like you're surfing on a plywood in a mosh pit... we wouldn't be here if they addressed this long ago, but now they can't do it without getting backlash so it's a huge risk I don't see them taking.

    I don't want to disregard the emergent gameplay and "$$$Pro Trixx$$$" that came out of this... but "unintentional" means it's underdesigned, so there's likely work that needs be done. I think there's a fine line between "interesting quirks" that create emergent gameplay and issues that just make the game look/feel shitty.

    Also from what I've seen, a lot of players like to shit on the rare NEW things they add once in a while, further telling them that they'll get negative backlash if they add any new map/weapon/gamemode in the future, and encouraging them to slow down and take less risk.

    Quote from text_fish

    On 9/14/2019 at 2:34 AM, text_fish said: I'd say the proliferation of "clean" maps in CS has more to do with readability than technology. The kind of grime Interfearance seems to desire is visually noisy, which just isn't a good fit for classic CS gameplay.

    This sentiment might be related to what I think is another dated issue, that player models don't stand out against most environments. Maps need to be brightly lit and look like a fckin empty art gallery on primer just so people can see that guy walking in front of them... other games employ technique like lighting player models in a different way than the env, adding post-process effects like contour lines, and UI displaying target's name/health and what have you. I'm sure there's a tasteful solution that's possible here, but the slightest change will trigger the **** out of people.

    BUT THERE'S GUN SKINS!! I CAN HAVE FIRE AND SKULLS ON MY AK!!! 10/10 CANNOT STOP PLAYING ??


    edit: I love this game btw but I just think it should be in a much better place by now...

  • de_peak [WIP]

    • MikeGon
    • September 11, 2019 at 12:34 AM

    Good progress so far @pylac!!

    Quote from pylac

    On 9/5/2019 at 11:26 AM, pylac said: This observatory concept is really hard because the area is too small. I will do my best. ?

    Keep in mind that gameplay should dictate space, not the other way around. Don't constrain your layout to a visual, constrain a visual to your layout ?

  • Blender

    • MikeGon
    • September 4, 2019 at 6:58 AM

    Officially switching back to Blender as my main 3D tool. I was looking for a reason to ditch Autodesk for years and looks like the time is now!

    It's going pretty well, I'm able to find pretty much all the info I need online, but now I'm stuck... I can't figure out how to paint a normal map in Texture Paint!

    I painted a grayscale bump map and that works fine, but with a normal I don't wanna just paint a "color", I want to paint like a shape that's gonna get translated to whatever color that would be on the normal map based on the direction of the face (I hope I'm making sense)

    I could convert the grayscale bump map to normal with NDO2 or something but that seems counter productive, I'm sure there's a way to paint normal in Blender in the first place, right? ?

    This is what the shader looks like, nothing fancy:

    How do you guys go about painting normals in Blender??

    If one of you guys could kindly explain how they do it I would appreciate it ❤️

  • Doom Eternal

    • MikeGon
    • September 4, 2019 at 2:17 AM
    Quote from Interfearance

    1 hour ago, Interfearance said: And then Stadia. I have been wondering about that forever. How is the response time? That has always been my problem with these streaming services, and it really ruined them for me.

    As a player I'm usually sensitive to and critical of input delay, I tend to get frustrated with the new Smash because of that for instance (might also be because I suck though ?)

    So I did see a little bit of delay, it was noticeable with the aiming in particular, but to be fair it was very small. I'm guessing since this was on the PAX expo floor with the big presentation and everything they must have had a crazy good setup/broadband, so this was likely a better-than-average scenario...

    Tbh the only games I'd see myself play on that at home would be those with anim-driven controls that already feel less responsive and aren't affected as much by delay (Assassins creed, Witcher, God of war etc), and maybe turn-based games like Civ since you can take all the time you need.

  • Doom Eternal

    • MikeGon
    • September 3, 2019 at 9:33 AM

    @Interfearance I agree with a lot of this

    I just played through the demo today at PAX and honestly all these abilities feel really good! Feels like it's adding a nice new layer of options to combat!

    (Btw that was on Stadia I have some feedback about that too I'll talk about later)

    The shoulder-mounted thing is where grenades come out of now, guessing they did that so the arms are always free and have a better flow like we can shoot at the same time etc. The flamethrower is also mounted on that if I remember correctly.

    The colorful weapon wheel is just some color coding to help finding what you want quicker, and it feels like they're making the wall climbing work on specific walls because it would otherwise introduce a shit ton of bugs and issues, I imagine. From what I've seen they're avoiding to put them in the middle of combat sections, feels like it's gonna be mostly for platforming moments, which is understandable because it feels like you'd be a sitting duck if you started climbing while there's enemies around. The dash and monkey bar mechanics work great for combat though!

    For the Halo 4 thing, my perspective is that the reaction fans had was comparable to any anticipated sequel of beloved franchises, where expectations were really high and devs made a big change of direction (Diablo 3, Resident Evil 6, Dead Space 3, Fallout 3) not that many new mechanics were added, but sprint was definitely the one that didn't sit well with players...

    Perhaps you liked it more because you hadn't played the previous games like crazy back in the day? I felt the same way with the Fallout series since I started at 3 and thought it was perfect and didn't understand the criticism it was getting. Everything is relative, as you put it!

    (That big truck thing is called Mammoth, Warthog is the 3-players Jeep with a gunner in the back ?)

  • [WIP] Touristas (now) de_xenos

    • MikeGon
    • August 30, 2019 at 12:25 AM

    hmm my sdk also won't launch since last night... did someone at Valve trip on a cable again? ?

  • Doom Eternal

    • MikeGon
    • August 29, 2019 at 11:22 PM

    @Interfearance The color palette we're seeing in the teasers so far also struck me at first, but let's trust the experts on that. They made DOOM 2016 into what it is now so they obviously know what they're doing.

    A critique that sequels often get is that they're repetitive, formulaic etc... we should probably encourage and appreciate creativity here. They broke new grounds with the first game, let's let them break *newer* grounds with this one!

    Quote from Interfearance

    On 8/28/2019 at 9:33 AM, Interfearance said: They are so out of touch that I'm starting to think games would be better if the leads making autonomous executive decisions about them didn't exist, and things were truly decided by everyone.

    I understand your sentiment, but experts with 15 years of professional experience are put in charge for a reason... and design often seems simple from the surface, when you don't know the intent, context, and constraints devs are dealing with.

    Chances are we'll play it when it comes out and then understand why all these decisions make sense.

  • Star Wars

    • MikeGon
    • August 27, 2019 at 12:29 AM
    Quote from blackdog

    5 minutes ago, blackdog said: Oh wait till you see this ?

    Oh lord

    I need a drink

  • Star Wars

    • MikeGon
    • August 26, 2019 at 9:18 PM

    Looks cool but...

    Can ? we ? get ? new ? creative ? shit ? instead ? of ? constant ? self-referencing ? and ? re-hashed ? ideas ? please

  • Borderlands 3

    • MikeGon
    • August 19, 2019 at 11:02 PM

    I kinda get both sides here

    I mean I don't know the guy, but no f**king shit you'll get in trouble if you share sensible information publicly and monetize that on YT, no matter where you got it from. Looks like he took a big risk, reached for the cookie jar and got punished. I know that sucks for the guy, but at the same time I understand the frustration of getting your multi-million dollars marketing campaign ruined by miserable influencers reaching for clicks...

    On the flip side I think the way they approached it was probably overhanded, somehow finding his address and having agents dropping by his place definitely sounds intense. But let's not forget we're only getting stories that have been digested over and over, and blown out of proportion by zealous journalists/ YTbers/fans, and statements from a guy who's naturally trying to protect himself. It's very likely we're not getting the truth and full story from any sides right now...

  • System Shock 3

    • MikeGon
    • August 13, 2019 at 7:35 PM

    Hyped for this, I'm craving for these dark sci-fi universes like CP2077 and Deus Ex atm

  • [WIP] Rumble

    • MikeGon
    • August 9, 2019 at 7:22 PM

    Hey guys @Karthoum @Mega

    Great progress. starting to look really nice!!

    Quote from Karthoum

    On 8/5/2019 at 6:52 PM, Karthoum said: I will also not post a picture of the layout (not that you can't find it in google maps) as I've posted places only where floor already exists on the map.

    Hum... this raises concern, if I'm being honest. Be cautious of the "form before function" trap. The layout should always be solid, engaging and pretty much locked down before moving to environments, hell before even choosing what the theme will be. If you don't do that, your environment work will likely be undermined when you'll inevitably need to make structural changes down the road... ?

    I recommend making your design decisions now and applying them, and then you guys can cruise control environment work the whole way through! ?

    Otherwise keep it up guys, Can't wait to see where this one goes!!

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