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Lizard

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Everything posted by Lizard

  1. For me AC games lost the main pillar of gameplay long time ago (for me at least). It was climbing the environment to gain advantage, re-route, hide and stealth through some dangerous part of the city. I get it that they need something fresh in the series but why not make a totally different ip?
  2. Keep in mind that you can also play with the textures to bring more "warm" to your map. Light will bounce from the walls and have different color values. Keep it up!
  3. I would say it applies to the environment more than light color values.
  4. To be honest I like the left one a lot better BUT... You would need to have a good contrast with indoor areas. Right now they have almost the same color value. Another thing is that it will drain the visual stamina of the players. Their eyes will get tired a lot quicker with dim lighting like this. And because of that reason I would go with the right one + have some street lights with the warm color like on the left so you end up with warm spots like on the left.
  5. They deal more damage and have bigger AOE.
  6. It is two sided sword... The cool advantage of boost spots is that you can gain access to area you wouldn't normally have but this requires another player hence, drawing them back from other parts of the map. This means there is also an advantage for enemy team. If you see someone boosting you are 100% sure the other player is also there. This gives a crucial info in some situations for other players. Here you can't be really sure if there are 2 players boosting or just one so you get that out of the equation.
  7. What I mean by this is that you make this jump dependent on so many variables that it will almost feel random and cheesy rather than calculated design. I get the risk and reward here but the problem with RAR in multiplayer is that it needs to be clear what this trick does for both teams. Otherwise you will end up with overpowered spots on the map.
  8. Ahh there is nothing better than ambiguous situation where you can jump or boost. Especially in competitive environment.
  9. And what is the reason for this hassle of a jump?
  10. Wanted to buy Mirrors Edge today. Turns out I already have it
  11. I feel like the game does this to some extent. I played FC5 two times. On my first try I didnt finish the whole game just one map region. On my second try the game directed me almost the same way as on my first try even tho its an open world game. You are totally right about trucks and hostages. They are so "small" and are limited to just shooting two guys in the head. I would love them to get more complex in FC6.
  12. The world of FC5 is beautiful but i feel that its mostly empty. Traversing the land was most of the times boring. It would be better to have some smaller open world activities to do. Loved the setting and the story overall.
  13. Lizard

    Cyberpunk 2077

    Watched some video from polish gaming site where they said that the city feels empty in most places. It is crowded near quest locations but the further away you are from city center the less dense the population is. Also cars tend to have same paths. For example one of the journalist observed a crossroad for few minutes and each time the car passed it turned in the same direction.
  14. Lizard

    Let's talk VR

    Gladly I have no pictures on the wall but I have 3 lamps that are much lower hanging than ceiling. Playing Jeff chapter and throwing bottles was like another layer of horror for me I also remember first time barnacle snatched me I tried to aim up with my pistol and hit the lamp as my pistol hit barnacle. Almost shit myself.
  15. Lizard

    Let's talk VR

    I think mine is a bit smaller than 2 x 3. Its ok but I really dont feel comfortable playing. There is always a lamp or a tv some where near... Throwing grenades is anxiety inducing event for me.
  16. Lizard

    Valorant

    I think the main problem is the game has nothing new to offer. It is the safest game design you could imagine now and they still managed to fail in some departments...
  17. Yeah rails is old map from when no one complained about visibility i think I really like the left one and I think you have a good foundation for this one with the environment light right now. It will be even a bit brighter once you add these warm street lamps. Keep up the good work!
  18. You should go with either straight down angle or a bit altered. I would go with snow on the ground and full moon. This way you can have bright map because of the ambient light bouncing from the snow + some cool warm lights from the street lights. Look at de_rails by Deh0lise: it is super bright even tho its a night map. Here its mostly bright because of the full moon and snow only makes it brighter because of the contrast compared to the walls and everything else. You could go with a bit darker environment light and make the ambient light from snow do the work. Let me know if that makes sense.
  19. Layout looks interesting. If you are going for a winter setting with snow I would recommend a bit brighter environment light. Moon light bounces of the snow on the ground making everything looks a lot brighter. You can use this to your advantage because you have a night map (should be dark) but the snow will reflect the light around making everything look almost as bright as if it was a day map.
  20. Was it really stated in the story that she was trans? Or is it something players kinda figured out?
  21. Ahh ok I see. Did the comparisons like this worked out before in previous generations?
  22. I think jagged turns are not visual issue but more of a gameplay so I would suggest to work on them now because even if visually they will be more 'open' so for example visually they will look like 90 degree turn but gameplay they will be cut to 45 degrees it will feel off and noisy to some extent. Let me know if thats clear enough to understand
  23. Hi! Second version looks a lot better when it comes to lighting. What I'm seeing from the screenshots is that you have very wide corridors with little cover for the players. Normally I like to put some smaller objects for players to hide behind, retreat or just reload mid fight. I'm not a big fan of judging gameplay of the map from overview but it seem like you tried to avoid 90 deegree angles turns with angled walls. It only made the map looks "jagged" in some places. I would try to make the turns more fluid with smaller geometry. Keep it up!
  24. Someone pointed out on twitter that this is photoshoped... If not then... Well
  25. Lizard

    County

    Thank You! We will replace some of the bigger assets from valve to our custom models. As for the more clutter... I want to see how the map performs with minimal level of detail and then add more rather than cut content because the fps is low but I agree Would love to see more smaller details!
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