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Guiding The Player's Eye: How Valve guide their players


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Posted

- still some people got lost.

me, for example :P

back to the birds, I only noticed them in hl2-ravenholm, directly when you came into the chapter.. but in Ep2 I didn´t notice them at all

Posted

Guiding a player in a dark, alien place, where the player can move 360° (flying in zero-g) and doesn't have a map surely wasn't very easy in Crysis. Lightbeams, color coding, sounds and as many landmarks as possible - still some people got lost.

I think the best solution for this I can think of is to just make the right paths big. Any path that's not the right path and there for an ammo cache or enemy spawn or whatever is small. :P

Did Crytek study Descent for those levels? :lol:

Posted

I always tried to look for the enemies and follow them, but they just spawned out of some random hatches along the way so they werent much help :(

Should have been more obvious with the colors or something, because the water thingie (although beautiful) it was frustrating.

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