
Headthump
#12943 posted by
bambuz on 2007/10/24 02:00:35
in space, when you fly forward, you can turn and point your nose to where you are coming from and still keep going where you were going... Like spacecraft and satellites do.
http://www.youtube.com/watch?v=r8BbrXT97SE
But X-wings don't do that. They fly swoops like WW2 airplanes.
That's what the whole fuss is about.

I'm Having Bets Each Way
#12945 posted by
nitin on 2007/10/24 02:34:55
as to which thread breaks out into a flame war first:)

So...
#12946 posted by
distrans on 2007/10/24 03:02:21
...there I am struggling with the existence of God and the Problem of Evil and Cacodaemony rears its ugly head.
DooM is everywhere ;)

.
#12947 posted by
necros on 2007/10/24 03:19:09
starwars 'physics'. i hate that like every space flying game has them. :\
btw, kell, did you actually design the Shirow ship on your site? it's not really clear if all 3 ships there are from movies (as the sulaco is).
if you did design it, nice one. it's a sweet silhouette. :)
i loved the look of the aliens sulaco ship when i first saw it. it struck a chord that i never found in other mainstream scifi. i like the more 'utilitarian' approach to ship design. i wish we could see that in games more often.

Sure,
#12948 posted by
HeadThump on 2007/10/24 03:23:11
The combat is realistic in terms of space movement
http://en.wikipedia.org/wiki/Isaac...
take the easy side of a argument.
#12949 posted by
Kell on 2007/10/24 03:34:46
starwars 'physics'. i hate that like every space flying game has them. :\
As I recall, Frontier, the sequel to Elite, had very realistic physics. At least, it allowed for the facing-reverse that bambuz described.
btw, kell, did you actually design the Shirow ship on your site? it's not really clear if all 3 ships there are from movies (as the sulaco is).
if you did design it, nice one. it's a sweet silhouette. :)
Yes I did. I designed the Ohio as well, extrapolated from a very small and simple detail in one of the diagrams in the afformentioned Aliens Technical Manual.
i loved the look of the aliens sulaco ship when i first saw it. it struck a chord that i never found in other mainstream scifi.
As I say on my page, I believe it's the most influential ship design because it manages to strike such an effective balance between 'realism' and 'believability'. It just feels right somehow.

Oh
#12950 posted by
HeadThump on 2007/10/24 03:47:50
and Bambuz/Lunaran,
what part of the word 'earthling' made you think that post was serious?

Jesus Christ You People Exhaust Me Sometimes
#12951 posted by
Lunaran on 2007/10/24 06:56:30

It Was The 'thl', Right?
#12952 posted by
HeadThump on 2007/10/24 07:11:44
yeah, I thought those letters had more gravitas than the others.

2 New Map Reviews At The Site
Warp Spasm (by ijed)
Vertical Map Pack (by trinca/lurker/rudl/spirit)
http://underworld.planetquake.gamespy.com/index.html

Yea
main thanks to tronyn for those excellent reviews. now onto Travail and a few others ;)

Underworldfan
#12958 posted by
JPL on 2007/10/25 12:23:46
Err, I just read the Five Rivers Land review, and I'm confused you didn't mentioned two things:
- the maps are supposed to be a "down-make" of Doom3 Hell level...
- my effort of environment new sounds
Well, not so important in fact, just missing some precision... anyway nevermind...

Surreal Japanese Comic...
#12960 posted by
metlslime on 2007/10/26 12:03:28

Ah Yes
#12961 posted by
czg on 2007/10/26 12:44:30
I've been seeing single pages of that pop up on the livejournal random image genereator lately. It was nice to see the whole thing, but not really that interesting in itself.

Uh...
#12962 posted by
bal on 2007/10/26 13:39:25
It's interesting in a completely weird and sick way I guess. I like the presentation and the whole surreal vibe, but the sex and gore are just not for me.

Blacteria...
#12963 posted by
generic on 2007/10/26 16:37:13
is sooo money! You better copyright it before anyone else catches wind ;)

UNDERWORLDFAN
#12964 posted by
inertia on 2007/10/27 07:18:18
I just want to say your reviews make basically zero sense to me, in that they reflect nothing on the score you give. Positive comment 1,2,3,4,5,6 followed by "pack should have been one big map so um you get a shitty score."
Do you have an objective methodology for how to rate maps?
I (we?) really appreciate what you're trying to do, but for the amount of time people put into these projects, the least you could do is provide justified ratings and/or objective criticism.

Well
#12965 posted by Tronyn on 2007/10/27 09:22:20
I'll respond first, in saying that the reviews I write are ultimately my responsibility, whereas the final scores are always up to UWFm although he rarely overrules my suggestions.
I've been thinking about this myself lately, the question is, should I "rate it for what it is" or "rate it as opposed to the best Q1SP ever." Something could be the best 100brush map ever, but what score should it recieve?
Anyway, I never really brought this up, but we never really established a scoring guideline, and I think that this is the dichotomy we should look at. Since it's for the community, some input on how things are scored, would certainly help.
#12966 posted by
Trinca on 2007/10/27 10:15:53
i dont give a shit about the ratings... i just like to read about the maps and reviews and pics are always interesante to read...