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Fullauto

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Everything posted by Fullauto

  1. Doesn't look terrible, doesn't look great either. The theme's rather dull, I must say.- I'd like to see something a lil' fresh myself. At the moment I'd be hard pressed to come up with a reason to play this map - give me something to reel me in, something special.
  2. It's a pittence, I don't even boot up Maya for less than $10,000 But seriously, it's out of the norm for a non-commercial project to have money involved in it, hence people's reactions.
  3. The outside sections threw me at first. The map always had a wide open vista there, so it was a bit odd seeing a cramped exterior. Still, it's grown on me a lot, I like it now
  4. Can't ever read the word intern without thinking of a certain head of state and a cigar Anyhow, looks like a great chance for those of you on mainland europe
  5. Bags of atmosphere, I love it - it's closer to what I thought CS:S maps were going to be like (quite a few of them are just crap).
  6. I don't like it. The colour scheme and lighting are very depressing. It looks like something you'd see in Red Orchestra. I'd prefer a bit of vibrancy to it.
  7. Just thought I'd say I really appreciate it when you get insights from people on the 'inside' I'm suprised at the degree of autonomy KFS gets, it's a lot of responsibility on one person. How often do you have to show your progress to the head honchos?
  8. Heh, try all your maps been crap for 6 years Mapping's all about experience. You'll screw up a lot, even later on. I look back at the stuff I was doing 6 months ago and am amazed I was so stupid.
  9. The quality of that stuff reminds me why folks get paid to do what I do as a hobby
  10. The man's got a point, but then, thinking about it, Sven Coop will have that nailed pretty well.
  11. DS looks pretty cool, it's competatively priced too (est. ~100 GBP at time of writing, probably be a bit more than that though). I'm worried that most of the pubic (and indeed many developers) will dismiss the DS touch screen as a gimmick. Seeing as this sort of control interface hasn't been explored much in the past, I think it'll be a while before we see games (outside nintendo's dev studios) make proper use of it.
  12. And there was me wondering why a lot of EA games lack soul...... Scary stuff there, wouldn't wanna work in a place like that ever.
  13. Turn over times are getting very short for the hitman games - compared to hitman 2's protracted development cycle (oh how I waited), this one's predicted to come out in the blink of an eye. More hitman = a good thing. I liked the last one a lot more than number 2, revisiting the first game's locations was fun. More significantly, the AI was dumbed down, thank God, no more twitchy guards seeing through my full body disguise Freedom Fighters 2 would be nice, the last one was a blast.
  14. Fullauto

    De_Halla

    Pretty, but vacant. Needs more signs of life imo.
  15. Remind me of the Oil Ocean Zone backgrounds from Sonic 2. Pretty decent, could do with a colour fill/gradient on the sky.
  16. Redzone (old megadrive game - rom availible for dl on the author's site ) Check out his other stuff, 'tis good. The silent hill games have great soundtracks, always a nice mix of ambience and vocals.
  17. I get a slight Goldeneye vibe off it. Fairly good, but bland imo. Still, kudos for the first indoor FC map I've seen here
  18. It's really nice looking, but OL's right about the last pic been at odds with the rest of the map.
  19. Damn, I really like that. It's got a completely different look to most ns maps. Good work son.
  20. Cool stuff indeed. A question with regards to the music: Will it be context sensitive? In other words will it switch to an action track while fighting and something less dramatic when not?
  21. Yeah, we're losing the thread a bit.
  22. The internet is not a gentle creature. The lads are saying the truth: You're going to have to try a lot harder if you want people's cooperation.
  23. Wow, cool beans. I'd be severely tempted to partake in this, however, in all honesty I can say I'm not up to the standard you're looking for. By the way, I think you ought to plump for something unreal based - HL won't do the models justice.
  24. Hmm, never been a fan of that. Just killing the player seems harsh and a bit thematically dodgy. However, as pointed out, it's probably no worse than using invisible walls or finding reasons to block off an entire block. FarCry's system for doing this was quite good (send a helicopter gunship after you if you strayed too far out, after warnings of course) - at least you saw why you were been killed. However, it was a rare occurance, FC never really needed to limit your movements on its islands, so it only came into play when the player decided to swim for it into the wide blue yonder. I'm not sure what context you could find to kill a player for wandering in the city. The only one which really appealed to me is - and this makes a few assumptions about your theming - snipers. If you 'marked' no-go areas by having red lasers sweeping across them, the player would have a natural and non-reality breaking reason to stay in the gameplay area. You could make the lasers converge on the player, giving him/her a time limit for being out of bounds, perhaps fire a few warning shots and have the mission controller (if there is one, like I said, assuptions are been made ) scream at the player to get back. You could reprise the helicopter I suppose, but you'd have to have a reason why it couldn't chase the player once he/she'd crossed back into the boundries, tough to explain.
  25. Fast moving Traffic - Having a stream of fast moving traffic that will kill the player is a fairly reasonable block. Even though in reality you would get breaks in the traffic caused by quiet momets/traffic lights, I think most players would be happy to accept this as a logical boundry. Delivery Vans etc - Depending on the width of your street, you could probably block it using a bus/delivery van/dumpster truck. Just something large you could expect to see stopped. While it's not something you'd want to over use, it is an option. That's all I can think of at the moment. To be honest the diagram represents a bit of a nightmare. I think you could perhaps cull off two of those junctions without compromising your theming one bit.
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