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2d-chris

Mapcore Staff
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Everything posted by 2d-chris

  1. 2d-chris

    Overwatch

    I'm still loving it, more than ever, not a massive fan of all the Phara play right now, shes so frustrating O.o, mostly because I play Torb and Lucio a lot, anyhoo, this happened a few mins ago, Torbs my main, and my win rate on him is nuts, like 70% (yes I only play quickplay, maybe that's why im just enjoying it so much :P)
  2. Fellow level designers, welcome to Sandy Shores ... I've been slapping together this park for the past month, it's basically level design Planet Coaster is amazing, my game of last year for sure,
  3. Looks fun, but IMO the camera is shaking around a bit too much
  4. Planet Coaster, I'm addicted, check out my park
  5. Yep, but to be fair, with the Crysis games we never set out with a mission statement for failure, and in 3 we removed QTE's due to feedback from 2.
  6. A game that puts it's primary focus on graphics and technology, full of QTE moments and button bashing that requires little intelligence, cinematics that chew out more man hours than the actual gameplay and sub par storytelling even when it is the focus. The designers couldn't even move a crate or vase because the artists where so empowered lol. (I'm not even blaming them) This has actually confirmed the obvious to me, not that I needed convincing but it can work as a useful warning to other developers who put together new teams and have to set priorities
  7. I've tried hard, gone to a shrink and even spent a year trying to invent a time machine to remove any remnant of a memory for working on this game (ok it was only 3 months but still), I even gave away my free xbone and project signed disc, even tried to get my name removed from the credits (didn't really deserve it anyway) but the producer noticed I was missing and added me, I'm not even kidding It's everything I hate about a "game" like this. Rome was a good idea though, but that's about where it ends. Wish I could go into details, but there where a lot of talented people put in very stupid situations. D:
  8. Oh man, Roger Deakins is the DP for this, looked like his style from the trailer, I'm hyped just for this reason, if anyone doubt's it'll look amazing, little chance now From what I hear this has a hell of a cast, so unless the story and characters suck, it should be a winner.
  9. Probably a little over saturated that's for sure Who knows what the final grade will be anyhoo. I'm hyped for this for some reason.
  10. I see orange and red, am I missing something? The ony shot that could resemble blorange that I see is more bleach bypass D: I think it looks classy as feck.
  11. Overwatch and planetcoaster for me
  12. Definitely Mass Effect (1) it's so hard to end a grand adventure on a galactic scale, but they pulled it off, sure the Saren boss fight wasn't amazing, but they pulled the pieces together masterfully, I really respect a game that ends well, shows they really care about people who invest in the game (since we all know most players don't even get to the end) but that mentality hurts the people who care the most, which is why I tut every time i hear it being thrown around
  13. You know, the super moon isn't that much bigger, and in terms of brightness any stand alone camera can compensate for the difference, you can shoot the moon at any time of year and get just as good (or better) results, it's all about having a long lens (200-300mm+) and framing something other than just the moon to give scale. I missed the supermoon because of cloudy weather, but then i researched it and felt better so fret not, just shoot the moon with the right gear!
  14. yeah it's so awesome how that area worked, throws a wrench in the game, and it needed it, mid game, it's time for a change
  15. Digging this
  16. You don't have to be an architect, think about if you had to build it, how would it all fit together. You don't even have to do this most of the time, it only matters a bit for the areas you actual go inside, but for most games you won't enter every room of every building, that's why you get away with illusions. It's never easy to make interiors and exteriors match perfectly, and many games don't even try, you load inside where the interior is twice as big as it should be (rpgs) and nobody blinks an eyelid that you've actually gone inside a Tardis. Or walls are 1 meter thick because you didn't care enough to solve for it. If you really want to pick up the basics, just watch some documentaries on building structures, you'll find out pretty quickly how the various types of common building are constructed. Now, if you're trying to be absolutely accurate and realistic, you'll just have to do your research of the structures of the period. If in doubt, google answers any question. I just did a search and got tons of building plans from the period.
  17. Start with an idea, draw it on paper (if you want to) make it, delete it, start again, revise it, delete it, start again, starting to get somewhere now, revise it, hmm, feeling better, revise it, nice. Then, play session, man this sucks, start again, The point I'm trying to make is, if it's a new game your in for a world of pain, and if it's a well understood game that your modding for, it's not easy either, because you'll have to go through many of the struggles the devs did because you don't have the info they learned. Making good maps is hard and takes a lot of commitment and failed attempts before you get it right. Spending the time to really understand the game your making a map for is essential, and a lot easier to do once a game is out and your making maps for it, than when it's in development and changing all the time, The most important map I made was for a competitive tournament for cs 1.6, changed completely How I approached level design, it sure helped that I was a serious player at the time so I understood the game. But, I made LOTS of crappy maps and cool looking maps before that, so I got the visuals and technical part down, then it was about the gameplay. You really don't have to do things in the order that many schools teach you, drawing > layout > art, the point is there is a ton of things to learn and you'll need to be good at them all, so just have fun and do what feels right at the time.
  18. Some photos from my trip to Indonesia this summer
  19. Have to say I quite enjoyed the elevators, I liked the conversations and news broadcasts, was not a huge fan of the loading screens in ME 2 @Alf-Life Good read, brings back memories of implementing them in Crysis 2 and 3
  20. I worked with these guys for a little over 5 years, and it was in no small part responsible for where I am today, if anyone is on the fence about this, do it, you won't regret!
  21. 2d-chris

    Overwatch

    depends on the map, usually between 0 and 24h
  22. Hey thanks bro, nah, not really interested in that, not a big fan of chasing realism right now, but it is very clever.
  23. Hey guys, just put up my new photography and game dev website 2d-chris.net , I'll be added tutorials and blog posts over time for anyone who can benefit from this, thanks!
  24. Invested in some nice audio recording mics and preamps, planning some tutorials AKG 214 mic with a Roland quad capture interface
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