Jump to content

Radu

Staff
  • Content count

    637
  • Joined

  • Last visited

  • Days Won

    10

Radu last won the day on October 13

Radu had the most liked content!

2 Followers

About Radu

  • Rank
    Professional ideas guy
  • Birthday 05/25/1994

Contact Methods

  • Twitter URL
    https://twitter.com/rdtns

Profile Information

  • Real Name
    Radu Tanasie
  • Job
    Got something for me?
  • Location
    Bucharest

Recent Profile Visitors

3,951 profile views
  1. Battlefront 2

    Maybe they did hit a creative wall with Disney in that regard. You know how slow it is to get stuff back and fourth with big organizations and especially have them approved. Then again, you're right about EA being big enough to push for that option. I might be wrong here, but I think they're trying to go for something similar to Paladins. The game allows players to enhance or modify a character's abilities through a card system. These cards can be purchased by using a special currency that is only obtainable from duplicates and completing quests/challenges. So, you can't really straight up buy these cards, but you can purchase loot boxes which drop cards and transform duplicates into the required currency. Mind you, the game has 4 currency types: crystals, essence(used for cards), gold and vip points. I haven't worked out why there are so many of them, but I'm sure there's a catch. Though, an important thing to mention is that the game is F2P and progression seems quite fast. You even get basic loot boxes as reward after a few matches. There are currently 34 characters and you can unlock all of them in roughly 150 hours, as well as a great portion of the cards.
  2. Battlefront 2

    Don't worry guys, The Empire will strike back! But, honestly, despite the bad publicity, I think this will play in EA's favor. Every media outlet and gaming youtuber has promoted Battlefront 2. And most of them have said that it's a good game buried underneath microtransactions. Now that microtransactions are temporarily turned off what do you have? Of course, once sales estimates are back on track..
  3. What movie is this?

    New hint @FMPONE ?
  4. EA just killed Visceral

    More on that topic discussed by YongYea. It's all about money and particularly which titles can potentially deliver the most money. It sucks for the involved developers because most of them genuinely care about the games.
  5. The Walking Dead

    Skipped this season. Anything good happened?
  6. Iceland Diaries 2017

    Made my morning, man! Iceland is just absolutely stunning. What gear did you use for filming?
  7. EA just killed Visceral

    http://www.pcgamer.com/former-visceral-designer-says-dead-space-2-cost-60-million-and-underperformed
  8. [CS:GO] Voodoo (alpha)

    People care about first impressions. You need to put some effort into presentation.
  9. AAA Design Test (Game / Level )

    Pretty good stuff here! It's really helpful and entertaining going through this. Would be cool if others shared as well.
  10. [CS:GO] Voodoo (alpha)

    @El_Exodus Thanks, but I feel like I owe a lot to Alex Galuzin for coming up with this challenge years ago: http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-create-playable-level-design-in-11-days.php I just adapted it to fit with the cs:go level design workflow.
  11. [CS:GO] Voodoo (alpha)

    @will2k Thanks for reminding me of that game! I'll look into it for some studies. @blackdog I did have a playtest for the initial blockout. It brought up a lot of issues which I corrected during the following days. I haven't tested the new version yet, but it's scheduled for next week. The city is indeed flat, but I think there is sufficient height variation in the map. You should really load it up in game and check it out. Here's a bonus image from the first playtest:
  12. [CS:GO] Voodoo (alpha)

    A bomb defusal map set in the city of New Orleans. Terrorists are on a mission to cause mayhem in the french quarter. This map has been designed as part of a personal 11 days level design challenge. Therefore it is still very much rough around the corners. However, if sufficient people show interest, I will consider bringing it to current operation visual standards. Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=1166508001
  13. Time for a cup of nostalgia and a few heart pills. https://www.rockpapershotgun.com/2017/10/10/valve-the-making-of-the-orange-box/
  14. Velocity Brawl

    So in the first video it's basically Half-Life 2 Deathmatch with just the AR2's secondary fire? which can also propel the player into the air via a "rocket jump" mechanic? Then you mention that you're switching to Unity and going for a class based system with each class having their own weapon loadout. Is it just that one weapon that behaves differently for each class? Are there more weapons? If yes, how is the first video relevant anymore? I checked out the reddit and moddb pages, but I couldn't find more information regarding this. I don't mean to sound negative, but it seems very vague or at least vaguely explained. What are you looking to achieve with this? Is it going to be a portfolio piece?
×