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text_fish

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Posts posted by text_fish

  1. 1 hour ago, blackdog said:

    What you mean by this? (How would it work)

    I feel GTA5 (that I’m playing atm) has far less calls than GTA4.

    I’m actually a bit let down by the unavailability of people to do side activities like meeting up. Apart from when I was told to meet someone because of story progression they are always unavailable (as in busy number or voicemail). In GTA4 the other characters were constantly trying to divert you from the missions and was annoying.

    I didn't play all the way through 4 or 5 and phonecalls were one of the reasons in both tbh. I get enough annoying side missions from my phone in real life, so I want GTA to just let me drive around exploring and fucking shit up.

    In terms of a diegetic way to deliver missions pagers aren't so intrusive, or if they really broke the mould they could go in to the future and have the main character wear some sort of cyber-goggles where missions get dropped, again in a non-obtrusive way.

    I never felt like it was difficult to find side-missions in the 2D GTA's or 3/VC/SA.

  2. I just generally miss the days when a new game release meant loads of new mods. It seems these days like companies (including Valve sadly) will only enthusiastically support the modding community if it produces something they can monetise like weapon skins etc.

    SourceForts was my personal favourite of the 00's.

  3. I guess it's a Marmite issue! I feel like the original SS already had very busy visuals with its repetitive tiled textures and cramped environments. Looking at screenshots of the original I can see why the lighting could be causing you readability issues. Maybe Nightdive should allow users to toggle some sort of readability mode that makes the environments full-bright (or at least more simplistic lighting) and gives items and monsters a very slight shadow around their edges to make them pop.

  4. I really like what they've done with the aesthetics so far. I want it to feel like a game space rather than a real place. I feel like the Bioshock games over-relied on visually impressive set-pieces which is fine because it's a different IP, but I wouldn't like to see SystemShock's design focus move in that direction.

  5. On 3/9/2021 at 10:57 PM, dux said:

    Off Topic: Are game journalists relevant anymore? Were they ever relevant bar a few individuals? Youtubers and Streamers are where people go to get an a real opinion on X these days.

    I personally still prefer to read games journalism than watch/listen. I've come across very few streamers who aren't annoying a/f. Most of them seem completely unwilling to actually script their content in advance or edit down their resulting jibberish before uploading. It's also easier to read discreetly during work hours. :ninja:

  6. Self motivation is a lot easier if there's a smattering of fear that a colleague might walk in to your office at any moment. I would think Valve's model would be more susceptible to the common problems of WFH, because they don't have such a rigid hierarchy enforcing deadlines and guiding development.

     

    Edit: I also wonder if Valve's model only works well when there's a big exciting project on the go. Even if there is something big like L4D3 or Alyx2 in the pipeline I feel like it would be difficult to maintain excitement when it's kept secret and you know all of your fanbase are only seeing boring steam updates or something. And if you're not excited by your work, self-motivation becomes that much more difficult.

  7. 14 minutes ago, blackdog said:

    Ah! I recently caught up with the Quakecast and heard talking a lot about the "smej"... they interviewed two Finns that participated and it really interested me to see those maps, I was planning on playing it after completing AD.

    I am playing very little atm, I only played through 3 maps of the mod (to be fair the first two are massive, Foggy bottoms and the one with the monorail at the beginning, and they took me both x2 sessions to complete).

    Are you making stuff for Quake @text_fish?

    Quake is one of those games that keeps me coming back for a few months every year or so, and I'm always astonished by the quality content people put out for it. I've been mapping for it since it first released, but with very little to show for it publicly aside from the odd speed-map release here and there. I have a HDD full of scraps and half-finished levels which I want to release as an episode one day if I have time to piece it all together. Here's some pictures of the obligatory first base map.

    Do you map for it?

     

    M7_FREIGHT.png

    M7_GKD.png

    M7_LR.png

    M7_OUTER.png

  8. 41 minutes ago, blackdog said:

    I've just got back into Quake recently and slowly playing through Arcane Dimensions, seeing all that amazing stuff really wants to make you map!

    I can highly recommend Menetettyjen Valtakunta if you haven't already played it. It isn't quite as visually spectacular as the more recent AD maps, but it's still pretty breath-taking in parts and it uses Copper mod which stays much more faithful to Quake's weird thematic mashup than AD.

  9. I like the boxiness. It's very utilitarian, so it reinforces that "tin can floating in space" vibe that will contribute so much to the fear.

    I do agree that it doesn't seem like they've been making a lot of progress, though.

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