 Oblivion Mapping
#485 posted by Jago on 2006/04/24 16:57:46
Is something I am definately interested in. There is quite a big amount of quality visual mods already so what I would be interested in doing is adding new game areas and quests.
 Necros
#486 posted by Kinn on 2006/04/25 01:26:58
ioc :P
Hehe, I imagined you might have been interested in doing some kind of dungeon crawl.
After I struck victory in the Siege of Kvatch over the weekend, I made a comment in IRC that some of the hordes I came up against in the courtyards and underhalls of that doomed city felt positively Necrosian. >:}
 It's... It's You!
#487 posted by Shallow on 2006/04/25 04:00:46
The hero of Kvatch!
Get used to it, you'll be hearing it every five minutes from now on ;)
I played with the mode tools briefly, slotting bits together to make new dungeons seems pretty easy but like you guys I'd rather be working on a proper new area. Inserting things into the existing map, or the spaces just beyond the empire's borders seems a bit chancy, especially since the neighbouring areas will probably be expansion pack fodder. We need a proper new bit, like an offshore island accessed by chartering a ship from Anvil. Not sure how well that could work though.
Also, is it just me or are goblins ten times harder to kill than everything else in the game? Even the more vicious kinds of Daedra are pansies compared to goblins. I think it's the really fast attacks and constant charges that makes them so annoying.
 Heh
#488 posted by necros on 2006/04/25 10:21:29
horde combat is the only thing that's challenging any more.
too bad the monsters aren't all that visually appealing. :P and really, who names a monster "clannfear"? o.0
i'll take a shambler or mancubus anyday. :P
#489 posted by Kell on 2006/04/25 13:07:10
i'll take a shambler or mancubus anyday.
from behind, no doubt.
#490 posted by necros on 2006/04/25 14:37:19
crouched right into that one. -_-
 Kinn
#491 posted by Drew on 2006/04/25 21:51:06
You've gotten out of mappery?
 Drew
#492 posted by Jago on 2006/04/26 01:44:34
Kinn got a game industry job at a UK console game developer so he obviously doesn't have much time for "community mapping".
 Indeed
#493 posted by Kinn on 2006/04/26 16:53:08
Although the urge to do community stuff is still strong, inevitably I feel it's hard to justify coming home only to spend my evenings doing pretty much the same shizzle that I do in my "9-to-5" :/ Every now and then, I'll feel motivated to do it, but in general the energy's just not there.
Shallow - that offshore island idea sounds like an excellent solution - avoids the incredibly problematic situation of merging new stuff into the existing map. All it really needs is a new NPC who hangs around the docks who can ferry you by boat to the new island, kinda like the way silt striders worked in MW. I haven't really come across any killer goblins like you describe, although for me it's mountain lions that seem to be ridiculously overpowered compared to all the other monsters o_O
necros - hehe, yeah I don't think Kenneth Scott needs to watch his back just yet, although I think the monsters look decent enough.
 Yes
#494 posted by jimi on 2006/04/26 21:35:53
i've been gone from the gaming world since 2003 or something. cant really remember. but seems im going back to it. playing arx fatalis and well, i cant help but ask what other games that have come out since then rule like hell?
jesus the 3d adventure? agh, i want that shit :-)
 Another World
#495 posted by metlslime on 2006/04/27 10:15:24
Just played another world again after the recent official re-release.
 RE: Another World (me Too)
#496 posted by than on 2006/04/27 20:56:05
Fantastic game, if a bit frustrating at times. I looked at it more like an action puzzler than an action game, because the constant deaths are a bit much otherwise. You just need to figure out exactly what to do, then do it.
The first two oddworld games are quite similar, but a lot more forgiving I think.
Even if the game pisses you off, it's worth it just to see the beautiful design and graphics, which have really stood the test of time.
 RE: Another World (me Three)
#497 posted by negke on 2006/04/27 23:32:01
cool. only wtf to the registration thing.
i played another version (a simple pc port) last year. pretty nice game, especially for a one-man project - the cutscene animations alone...
i'd also like to play a revamped (or at least ported) version of flashback now, because my amiga version has been broken for ages. :/
 Registration
#498 posted by than on 2006/04/28 05:17:28
works fine. You just go to the site, pay, get a .txt with a reg key in the mail and pop it in your AW folder. Piece of piss.
#499 posted by Ankh on 2006/04/28 05:25:17
How do you find the time (and money) to play all those games?!
 Ditto To What Anhk Said
#500 posted by R.P.G. on 2006/04/28 12:25:04
:|
 I Am New
#501 posted by nitin on 2006/05/14 04:40:34
to the whole antialiasing and anistropic filtering thing, but is it me or do Enclave and Riddick have large amounts of aliasing compared to other games ?
Playing at 1280*1024 (monitor recommended mode) with 16x anistropic and 4xAA.
 I Just Finished Painkiller
#502 posted by Scragbait on 2006/05/16 15:00:12
I don't think I can add much to what has already been said, but I now have this game under my belt. So as not to repeat too much, I'll make a few brief points:
- Excellent environments, models and character models. The quality and detail in so many differing environments shows the level of research and skill within the PK team. Excellent work - not a bad level in the game from a visual POV.
- The final level Hell was the most freakish and creepy and wickedly original game world that I have ever seen. Incredible. It will freak you the first time you run through it.
- The Shipping Docks level gave me real vertigo as I walked along those cranes - this is the first time a game made me feel really uncomfortable about heights - it was great.
- Physics: something about that hanging cross in the Monastary level that was irresistable. The physics was useful and fun.
- Rich ambient sounds that are bizarre and effective. Great moody music when you're not listening to Battle Rock.
- The right number and effectiveness of weapons.
- Except for the Swamp Boss, I found the boss fights to be okay and I normally dread boss fights. The puzzles were good.
- It really ran great on my older system.
- It could often be fun.
Some lows:
- Why deny the Prison and Forest levels to those that don't play at Trauma skill? I may not be good enough to get that far.
- Long load times - but that's the price of content so I'll deal with it.
- Very immersive environments combined with totally unimmersive gameplay and battle music.
- It could sometimes be not fun. The desire to see more of the great settings pulled me through. The Railway Station and Military Base were really hard.
- Most secrets that are too difficult to get at.
I found that the best way for me to enjoy PK was to spread it out over a long time. That way, the boring gameplay seemed less boring after returning to it after a long hiatus. Horde slaughter then seems entertaining for a bit.
I have Battle Out of Hell but something makes me think that I'll have to reinstall PK for it to install properly.
I've seen it so cheap that I'd highly recommend it to anyone who is interested in gameworld design.
 Within A Deep Forest
#503 posted by bal on 2006/05/20 01:54:10
A platform game, where you play a bouncing blue ball, yay!
Quite nice really, gameplay is fun, visuals are cute, music fits ok.
http://withinadeepforest.ni2.se/
 Call Of Whatever
#504 posted by game-hater on 2006/05/20 15:51:25
tried playing call of cthulhu - way too puzzle oriented and a bit buggy. The atmosphere is thick, despite shitty engine/effects (everything is blured, like on a bad old tv) and rather sketchy texturing and animation. Hard too (solving puzzles whily being chased with no idea what to do - causes replaying). Im not sure I will bother playing it much more, (so far its been ~4hrs)
new lara - 20 minutes of the demo was it. just boring and annoying camera. looks ok.
btw havent finished PK - too repetative/flat
 Also
#505 posted by game-hater on 2006/05/20 16:01:54
PK has some very nice architechture, yet a lot of shit leveldesign
with killboxes, no logical route/progression etc
 Agreed
#506 posted by Kinn on 2006/05/21 07:24:09
Painkiller's levels look great, yes, but for the most part they are just sprawling architectural backgrounds created solely by an environment artist, with gameplay fudged in by the trigger slaves as an afterthought. They're just arenas.
 Call Of Cthulhu
#507 posted by megaman on 2006/05/22 02:51:22
~1hour into it
hm, interesting, i like how it's so puzzled oriented. so far�
i hate:
- the 2002 graphics (mainly textures + lighting)
- the amount of fixed scripting
- so many doors, so few open
- clichee characters
- 'scifi' stuff
- story only through reading in parts? myst anyone?
- i can't set the sensitivity low enough!? It's at the lowest setting and still like way above my normal sens :/
- rain effects look worse than in descent 3
- 'horror' games really need SOME kind of dynamic lighting
i love:
- characters look nice most of the time and have a nice modeling style.
- puzzles in an fps
- voice of player
- cigarette smoke
- blurring / bloom is cool here
- 1930'ies setting
- static lighting tries to be good
- "it won't budge" (daikatana reference?)
 Re: Within A Deep Forest
#508 posted by Ankh on 2006/05/22 05:04:06
Fun game :) I like it very much. The music and sounds are great, the bouncing balls also. Thanks for the link.
 Re: Re: Within A Deep Forest
#509 posted by Text_Fish on 2006/05/22 07:00:16
Seconded. It's a nice hangover-recovery game, though at the moment I'm a little frustrated by it because as far as I can see I've done everything I can do and I only have five balls. D'oh.
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