Creating hell in my DOOM map wasn't even the biggest issue. Making a convincing lab is far more tricky.
I gotta say, I've never played FarCry and I don't really care but I just saw that Forge Labs video and that map looks pretty ****ing awesome if you ask me. The urban militia one.
So I tried pubg again with my brother who plays it a lot, and this was a real conversation while he was spectating me. xandrith starts to fire at an enemy brother: Hey stop moving when you shoot me: why brother: because your bullets don't go straight when you strafe and shoot me: that's retarded brother: well you can't shoot and move in real life xandrith has left the game
Just think about that mechanic in PUBG for a second. If you want to fire at someone and you want your bullets to go where you aim, you can't move a muscle. That means that you just have to HOPE that the other person misses or that someone else doesn't see you, because if they do, it's a free headshot and probably a free kill. Seriously what the ****. You average gamer is borderline clueless. The things people say that they believe blow me away, and it's because players don't know what to think. Developers don't even have the experience of playing games because they're in their own little echo chamber and quite literally play one game for years at a time, but even if they did play other games, their overall low levels of competence would prove detrimental. We can't look to them for guidance either. All of the talent in the industry (barring a few developers and probably only a few individuals within those companies) lies within all of the facets of developing a game EXCEPT for game and level design... the most important parts. There are plenty of amazing artists, programmers, lighting experts, writers, and so on, but I've never seen a map or mechanic from any triple A title that made me think "I don't know as much as whoever made this" which shouldn't be the case because these are professionals. If this sounds arrogant or boastful to you, I suggest getting your head out of your ass before you reply xzamples. This all comes back to the player, because a garbage developer precedent for all things design has stunted the gaming community at large, and if you challenge any of this, you get slapped with "it's all subjective bro" or people who just tell you that you're an elitist because they've never thought about these things and assume you're simply arrogant for having strong opinions. Here's how we break out of this mold as individuals: Think about the things you like more than the things you dislike, and then analyze. Most people, including myself for a long time, only thought critically about video games when something WASN'T fun. When something pissed me off, I'd look for a solution, but it was almost always a poor solution. Why is that? It's because when the game was fun, I never thought about it. I just had fun. For example, let's analyze why the sniper is fun in Fortnite. Why does EVERY sniper rifle kill make people freak out? It's because the weapon is really strong but hard to use. The projectile speed and bullet drop means that you have to think about your shots in 3d, instead of just putting your cursor on the enemy and pressing a button. It's more interactive than hitscan, it's merit based, it's not random, and it makes people feel like gods because of how strong it can be when utilized to its fullest potential. THAT'S why people freak out when they hit a shot, THAT'S why the sniper is always fun to use. Now, we can also use that analysis and apply it to other parts of the game. Most people are against random spread, but don't really know why. You can watch streamers get angry when their shots fly off to the side of the target, but it's almost never talked about within the Fortnite community. Here's a hint: random spread is bad because you have no control. It completely contradicts why we play games in the first place. It can potentially reward bad aim, and punish good aim. I could go on. Okay, so let's remove random spread. Now the problem is that encounters might become too one sided, favoring the person who sees someone else first (an element of randomness), where 2 headshots can insta-kill someone across the world without them having any chance to react. This is a problem in a Battle Royal game, but how can we fix that with what we learned about the sniper? Make the AR's shoot relatively fast moving projectiles so that you can laser people at mid-range but you can't do the same at long range because you can't always predict someones movement. Other games have tried to solve the "cross map lasering" problem with mechanics like damage falloff, which is stupid because you literally can't really know how much damage your bullets are going to do, and even if you have amazing aim, you have to get within a certain range for your shots to mean anything. McCree is a perfect example, and It's arbitrary at best. So, what's a better way to solve this problem? Well, it's the same as Fortnite. You could make his revolver a projectile akin to the Halo 1 pistol, so that landing shots at long ranges have the potential to be effective (if you're good enough at aiming) but it's harder the further away someone is. Not only did that solve the problem, but McCree is now more rewarding to because he is potentially better if the player is really good, which is how it should be. It's better for everyone to make something harder to use than it is to just lazily nerf the ability or weapon. So, thinking about why you like something can solve a lot of your problems from a design standpoint. There are infinite examples, and you people could probably think of some on your own because It's really not that ****ing hard. That was a rant if I've ever seen one.
So I started playing FC5 finally, and I actually kinda like it. I've never liked a Farcry game other than Blood Dragon, it's gonna take me a while to get used to the map editor though, controls are ass in it.
Wanted to let peeps know that I'm testing Evolved Hardcore tonight at 6PM Eastern to 11PM. If you're up for it, lemme know on Xbox Live! (GT is "The S0UL FLAME", the "O" is a zero)
I will be trying Fortnite this weekend somewhere, see what all the fuss is about. I watched less the 10 minutes of gameplay so I have no idea what to expect but it seems pretty straight forward. Any tips?
Ironhall is ready to be playtested - 4-8 players Rocket, OS, Camo and Sniper (eventually two, we'll see) - At the beginning only Camo available, wanna test that idea) More pictures in my WIPP
I think you went a little overboard with the gray lighting, but It looks nice when contrasting the orange torch light, like in in the second to last picture. I would try to implement more of that, because the first three pictures look like you have the grayscale filter applied lol
Sun light comes through several mithril mirrors into the mountain --> silver/white light reflections --> mountain rock colour is grey ----> Hall looks white/grey/silver The lightpass is not finished yet, I want to do that after enough playtesting. Right now, I'm very happy how it turned out. I'll still have to do some tweeking here and there, the spots are memorized. Thanks for the feedback! Thanks, man! I'm always uncertain about my map names, so nice to hear that. ^^
Yo are we in the mine's of Moria here? Honestly though, this looks tight. I like the dwarven architecture look and personally like the silvery light the best as it makes it feel the halls are bereft and cold, as they should be. Though the warm lighting is a nice contrast making certain areas feel more alive. Nice work man!
Yup, Moria is the main inspiration for the theme. Erebor looked pretty good in Hobbit, too, with all the advanced technologies available, but Moria is bae. ^^ Thanks, man. Hobbit was dog.
this map was always a hastily cobbled shambles which makes changing things to fit the geometry and art that I like a very difficult task also **** the lighting engine in this game