Not Really
#37 posted by Jago on 2008/06/27 00:26:00
UT2004 was wildly popular.
If You're Ever In The Mood
#38 posted by - on 2008/06/27 00:55:16
208.43.15.242 is the ut3 server my tf2 group runs, usually Sunday nights we play.
Er
#39 posted by inertia on 2008/06/27 03:50:40
According to C-whatever, chess is a better game when you play it on your computer with animations, as compared to a board IRL!
Nonentity, Inertia
#40 posted by CI475 on 2008/06/27 08:50:38
As a matter of fact quake1 is my favourite game in terms of models textures music sounds bla bla bla, it does not need a better ai or better engine, wich is a great engine it is only old. By the way, from where I come from?
The gameplay is not made by what you will use in a game, but how.
With the therm amatorial I mean that there is no concern about what the game is, only that the game has to have every graphical effect available and every game type possible in order not to be wrong and make everyone happy.
Chess? is it a video game? It's a board game, it does not have graphics, I'm talking about video games.
Tuppence
#41 posted by Shambler on 2008/06/27 10:54:54
UT(insertnumberhere).
Improved bot AI *IS* part of gameplay, it is a good thing. I always rated UT bots over other bots, less 100% reactions 100% accuracy bullshit (apart from at higher skill levels) and more random human like behaviour. Couldn't notice the difference in UT(n) but if it's there it's there.
New game-modes and vehicles - simply didn't like them enough to make them a good addition for me. One of the things that turned me off the series, too many bizarre vehicle modes getting in the way of fragging in cool enviroments. IMHO.
#42 posted by JneeraZ on 2008/06/27 11:14:59
This is the only online meaning I could find:
http://www.thefreedictionary.com/Amatorial
Not sure if it really relates.
#43 posted by JneeraZ on 2008/06/27 11:19:55
"New game-modes and vehicles - simply didn't like them enough to make them a good addition for me. One of the things that turned me off the series, too many bizarre vehicle modes getting in the way of fragging in cool enviroments. IMHO."
We've always included DM maps for those who like simple killing. Don't give me your bullshit excuses, boy! Don't make me take off my belt.
I Like To Chat About What Makes A Good Game...
#44 posted by CI475 on 2008/06/27 11:48:12
...so let's chat and make our points, no hard feelings.
"We've always included DM maps for those who like simple killing. Don't give me your bullshit excuses, boy! Don't make me take off my belt."
This is what I'm talking about: no objective in making the game, only let's implement everything, wich is a good thing if you simply whant to implement everything, but "implement everything" is not a good objective.
Improved AI does not mean "a bot miss you sometimes" means a bot will play in a more complex way to become umpredictable. But I want this from human players, not from bots! And you can always release a game and make it moddable, so users can make their own bots, it has been done before, right? I mean I think you can do this with every unreal and quake. Maybe now you understand what I'm talking about: AI is a technical issue external to the video game, I don't think it's a very part of the game.
Amatorial! ooops, I meant amateur. So I'll repeat my self.
UT programmers are amateur for the reasons above (objective in the game and so on). When I first saw UT3 I thought about Nexuiz, they are very similiar, but Nexuiz is free, UT3 is not.
"Don't give me your bullshit excuses, boy! Don't make me take off my belt."
Please Willem stay calm! why beeing so aggressive? If you are part of Epic well, I'm happy for you that the game and the engine are selling well, Shambler was simply making his point.
You Make No Sense
#45 posted by czg on 2008/06/27 12:05:33
The Only Problem With Ut3
#46 posted by Jago on 2008/06/27 12:09:24
That I see is the lack of theme variations in stock texture/mesh packages compared to the previous installments. I am seeing only 3 real themes: Japan, Modern/Industrial and Necris.
#47 posted by JneeraZ on 2008/06/27 12:29:50
"Please Willem stay calm! why beeing so aggressive? If you are part of Epic well, I'm happy for you that the game and the engine are selling well, Shambler was simply making his point."
I was kidding. I'm getting the feeling that you're not a native English speaker. Is that correct? Maybe that's the source of a lot of these misunderstandings.
#48 posted by JneeraZ on 2008/06/27 12:32:49
"That I see is the lack of theme variations in stock texture/mesh packages compared to the previous installments. I am seeing only 3 real themes: Japan, Modern/Industrial and Necris."
That's funny. We tried to give it a story with some sense of real of place this time around - so that's why the themes are limited. Can't win 'em all, I guess! :)
From Italy...
#49 posted by CI475 on 2008/06/27 12:38:35
...I'm not making sense, that's sad :(
Willem
#50 posted by Jago on 2008/06/27 12:53:38
UT99, UT2k4 and Quake all share the same nice thing: they are a total mess of wildly different themes. While it may not be a good thing from storytelling purposes, it definitely makes a mapper's life easier as he has more to chose from.
Modes.
#51 posted by Shambler on 2008/06/27 13:26:06
True, I guess. I'm not sure why their presence disquiets me so much. Do you have to play them to get through the "sequential botmatch" aspect of the game?? I have got UT2k4, I can't remember though.
#52 posted by JneeraZ on 2008/06/27 14:17:37
Jago
I agree. For the home mapper it helps to have tons of wildly varying themes. Remember though that Quake only really has 4 or 5 themes in it.
Shambler
Yes, if you're going to play the single player story you're going to have to experience the other game modes.
#53 posted by Trinca on 2008/06/27 15:35:43
let�s make sence!
Quake is Quake the rest is crap
You're Crap
#54 posted by czg on 2008/06/27 15:45:44
I Think The Problem Is...
#55 posted by DaZ on 2008/06/27 15:48:58
What else can you really do with a deathmatch orientated game these days?
I mean, practically every gametype has been covered now, and new game types are typically extensions or out right rip offs of ones that came before it.
I think the most original game type ive seen in a shooter in the last 6 years or so was actually bombing run in ut2k3, and even that could be distilled down to "ctf with a bouncy flag".
Its great that companies are still trying to innovate in the deathmatch space, but I think that just about everything has been done here unless you increase your scope to a more single player orientated game with a storyline, but then that destroys the whole point of it being a multiplayer focused title in the first place.
About the themes in ut3, while there are less of them which was a down point imo, all 3 of them were brilliantly done and looked fantstic, im a huge fan of the necris stuff in ut3 it looks awesome :)But I agree with other posters that one of the cool things about previous ut games and quake was the lack of any fixed themes which made each map feel more unique and interesting.
CI475 - I'm sorry but I just do not agree that AI is not part of the gameplay. If that was true then you would not mind seeing Quake AI in games like half-life 2 / <insert new shooter here>? The AI is what makes new gameplay in many new shooters these days, as the game NPC's understand more techniques and systems better the designers can use them to bring new gameplay possibilities to the table...
Less Themes In New Retail Games
#56 posted by nitin on 2008/06/27 16:11:43
is a problem for mappers because if someone wants to do a new theme in modern engines, it's no longer just about finding/making some new textures, but a whole lot more stuff which isery time consuming.
Of course, the same applies to developers who also have deadlines etc to meet and therefore can save time by not having too many different themes.
I Wander If The Diminishing Whatever It Was
#57 posted by RickyT33 on 2008/06/27 16:11:57
of Moore's Law will ever allow totally realistic deathmatch?
Like a typical American suburban setting where players have to sneak around like Psychos, break into houses, catch people when they're "in", or stalk them when they go out...
You see I like eye candy. That's half the reason I like UT2 (and UE3 stuff) so much! Because the graphical capabilities are fantastic, and you get a good framerate to boot! Just keep ramping up the graphics, the gameplay is fine. MORE EYECANDY!!!
Bombing Run
#58 posted by Shambler on 2008/06/27 20:29:47
That was kinda cool. Yeah.
I think it's the vehicle bollox I don't get on with. I gave the demo VTCHTF map a whirl just now and it feels like a long distance mess of confusion and random deaths. If you're on foot it takes forever to get anywhere - respawn, collect necessary items, die. If you're in a vehicle you seem to be surrounded by foot soldiers managing to kill you insanely quickly. I can imagine it could work better with proper organised teamplay but....I dunno it doesn't vibe with me.
CI555
#59 posted by inertia on 2008/06/28 00:18:20
Are you mixing issues of "the rendering engine" with those of the entire "game"?
UT3 Is Aces.
#60 posted by biff_debris. on 2008/06/28 06:49:42
Well, the exclusion of Bombing Run is an unforgiveable heresy, but otherwise...
and UED is a lot easier to deal with than it used to be (when I tried mapping for Rune and UT2k4).
Inertia
#61 posted by CI475 on 2008/06/28 09:35:43
I'm tireddddddddd.
interview with carmack
http://www.gamesradar.com/f/carmack-frees-quake/a-20080603153211421011
"But in terms of first-person shooters, if you look at something like Crysis and say that�s the height of what the PC market can manage, I don�t think that�s necessarily that exciting of a direction for the PC to be going in the future."
Just after all I wrote here I found this article and I thought: finally someone that agrees with me: it's not graphics, not advanced AI, not ultra high res textures, it's a good work with good ideas that makes a good game.
DaZ: I can't agree with you. The most important thing in a game like half life 2 is the level design, where you have to explore, blast some monsters and go through the exit, not how those monsters behave. In fact I was not able to play HL2 for the poor level design if compared with doom3 or halo2, where the monsters behave in a simple way, but where the level design, helped by scripted stuff, orchestrate (am I using the right therm?) their simple behaviour.
I see that this can make to think that simple ai and scripts will kill the replayability factor, but are movies and music albums the same everytime you watch/listen to them? And yet they sound differt everytime you watch them, because they are the same, but you are not.
I prefere cube to half life 2, and quake to crysis and doom3 to bioshock. Less special effects and more game.
I'm not in contradiction with my previous post #something when I spoke of textures, music bla bla bla. And right now I can't tell you why, maybe later, or tomorrow, or never. Because I'm tireddddddddd :)---
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