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Fullauto

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Posts 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. 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.

  3. 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.

  4. 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.

  5. 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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