It's Not The Nehahra Download That Puts Me Off...
#26 posted by
Lardarse on 2006/02/05 02:58:40
It's the nehahra gameplay...
Yeah
#28 posted by
nitin on 2006/02/05 04:34:32
with nomonsters 1 variable, I dont see how anyone can complain as the AI is back to normal.
It's Not Normal
#29 posted by
aguirRe on 2006/02/05 04:56:49
but it's closer to std Q1 AI.
Monsters -
#30 posted by ijed on 2006/02/08 18:58:12
I used a couple of monsters with advanced AI (the *blink* ability) but mostly just standard. It�s a medieval theme as well so not too tough - I know alot of people didn�t like the tech enemies in Neh cos they were too fast / tough.
Clan Experience
#31 posted by
redfella on 2006/07/18 08:50:03
I think being in a clan (a competitive clan that plays tourneys/seasons) can help give a mapper a deep understanding of what a lot of gamers are looking for. Control points, defensive positions, offensive secure points... these are all things that have to do with "gameplay", but may not exactly be understood unless a mapper is invloved in a clan himself. Playing with the same group of people, working on strats, working on tactics, working to exploit angles and elements within the map (and anything else involved in clanning) can provide heaps of solid information regarding map construction.
My q3 maps to date have not been "good" as far as gameplay goes, but thats primarily because I've made it a point to concentrate on looks instead of gameplay. However, when rtcw2 comes out, I'm going to have the knowledge from playing with a clan[s] that will (I believe) be invaluable to creating a potential blockbuster custom map that gamers and clanners will appreciate for solid gameplay.
Valid
#32 posted by
inertia on 2006/07/18 10:06:22
but not exclusively so -- being in a clan does not guarantee play time, and playing on your own with random humans can yield much of the same information.
Redfella
#33 posted by
nitin on 2006/07/19 04:14:34
redq3dm7 had decent gameplay IMHO, the burshwork just got in the way sometimes.