Physics Processing Unit
#7381 posted by . on 2005/03/09 15:35:39
PSP Quest Is Disparate, Too.
#7382 posted by R.P.G. on 2005/03/09 16:11:17
Shambler, agreed. It needs more ammo. But one problem with Q2 is that dead players don't drop backpacks with all their ammo, unlike Q1 coop.
Shockwave 3d Shooter
#7383 posted by GibFest on 2005/03/09 17:47:38
Quite impressive.
Suppose You Want The Link Too?
#7384 posted by GibFest on 2005/03/09 17:48:22
Necros
#7385 posted by JPL on 2005/03/10 01:34:10
It should be a good idea to double the ammo and monster count and to boost up all monster health by 2x: more weapons and powerful monsters will gives more fun for sure!!
But the idea to make any item pickup give the ammo to all players, regardless of who picked it up.. is IMHO a bad idea.... I think the "team-play" will suffer of this last "feature", and so, we here move away from reality... and it's not good...
Nevertheless, it's a cool global concept to investigate... ;)
Global Pickups
#7386 posted by Preach on 2005/03/10 04:06:30
How about when an weapon is picked up, it goes into the "armoury", so that any player who dies respawns with it. That way you could get back into the action fairly quickly. You could also have a proportion of the ammo collected, like 5 shells, 10 nails, 2 rockets, added to the starting ammo when a player respawns. Of course, this might not help to fix all the problems with ammo shortages while playing, as it rewards players that die while not helping ones who survive...
Mmmm..
#7387 posted by necros on 2005/03/10 11:49:31
well, at least respawning with the weapons you have picked up would be a good idea, since you only keep weapons if you start the map with them, so single maps with a full weapon loadout are annoying because you need to go all the way back through it to get all the guns you'll need (or cheat, and give them to yourself)
a good example is e1m1rmx_hard, because the path is convoluted, and the later fights can't be won easily unless you take the time to pick up all the weapons if you died.
Chicken
#7388 posted by bal on 2005/03/10 12:17:06
You guys should have started a topic about this.
Bal Wins
#7389 posted by Lunaran on 2005/03/10 12:23:21
point to mailbox
Re: Dm_overflow Video
#7390 posted by czg on 2005/03/10 14:19:23
Coolness Tigger.
Nice to see the map being played :]
Yeah
#7391 posted by Lunaran on 2005/03/10 18:07:20
Nice to see the map being played
This is an absolute pleasure that is unfortunately all too rare. I saw two CPM23 demos on challenge-tv and it was such a blast.
I wish more players of custom maps knew we really like that kind of thing. Well, I do at least. Pity Doom3 demos rival .wav files in hugeness.
#7392 posted by cant map on 2005/03/11 10:47:12
R.P.G.
#7393 posted by PuLSaR on 2005/03/13 11:40:03
It seems like you don't check your e-mail regularly. So, I ask you again here:
Is there any progress with sm82?
RPG
#7394 posted by Zwiffle on 2005/03/13 12:02:49
doesn't reply quickly... he takes his time so each email is as personal as a poem written from his own fecal matter.. yes, that kind of personal.
PuLSaR
#7395 posted by R.P.G. on 2005/03/13 13:11:52
Sorry, I am in the midst of a myriad of papers, deadlines, and examinations. I meant to reply yesterday, but apparently I didn't.
I don't remember where I left off with SM82. I think I was finally getting somewhere with that cursed hallway in Ray's area.
RPG
#7396 posted by PuLSaR on 2005/03/13 13:28:04
I see, I hope your examination will be passed fine.
PS fuck I can't log in since I rebooted my system few minutes ago
My Keyboard In Splinter Cell: Pandora Tomorrow
#7397 posted by . on 2005/03/14 22:06:37
This is so cool :D
and www.phait-accompli.com/crap/scf/
Except my board is Fantom-S 61 key, not 88 key. No you can't play it in game :P
Playing Competitive Quakeworld...
#7398 posted by Shambler on 2005/03/15 09:28:52
Just had to post this somewhere...
<HappyHardcorebler> pwnd
<HappyHardcorebler> scampwork, the #tf punkbuster
<scampwork> HappyHardcorebler: let's play quake! but only if we all agree to make it as dull, clinical, and easy as possible
<HappyHardcorebler> yes
<HappyHardcorebler> can i have god mode on please
<scampwork> oh, and we should also agree to each of us starting with rocket launchers, 99 rockets, full armor, stuck in a box map that doesn't allow movement, and we spawn exactly opposite each other
* HappyHardcorebler sets fullbright to "1"
<scampwork> HappyHardcorebler: would you agree to aimbots? I'd like to eat a sandwich while I'm playing, and moving the mouse is far too difficult
<HappyHardcorebler> yes
<HappyHardcorebler> as long as their movement is restricted to maximum length bunnyhopping
<scampwork> ok, this match is for the title of Fantasically Awesome Gamer
<scampwork> F.A.G. for short
<HappyHardcorebler> yes
<HappyHardcorebler> just let me get my buttplug in and i'll sit back and watch the bots rack up frags
<scampwork> got a spare? my asshole is only crammed with 3, think there's room for another
<HappyHardcorebler> i have but it's my limited edition "dm4-coloured" big buddy one
<HappyHardcorebler> are you sure you can take it? it's for serious competition use only
<scampwork> nah, i'll just go find my dm3 double sided team edition one
<HappyHardcorebler> for a slicker fit
Lmao
#7399 posted by Kinn on 2005/03/15 10:31:31
lmao
I'm Never
#7400 posted by pope on 2005/03/15 19:25:48
invited to the good convos anymore :(
Game Design As College Degree
#7401 posted by Lunaran on 2005/03/16 09:17:22
I'm really leery of the move colleges are making towards offering degrees in game design. Making a game is really a synthesis of so many different things, but you don't really need special training to do game work itself. Look at all of us - we learned it on our own, possibly out of a knack that we have that other people don't. The games industry up to this point was built by guys (and gals) like that.
Some rube with a BFA in "gaming" doesn't seem to me to be a real step forward in game production. Instead of people from all walks of life, with degrees in english and graphic design and whatever else, bringing in all kinds of different interdisciplinary enrichment, you've got people trained by an industry that's already beginning to show a dearth of originality who are going to come in and just keep recycling ideas.
My advice has always been, if you want to do something in the games industry, don't get a games degree with a focus on your field - go somewhere good and get a real degree in art or programming or whatever it is you're after. You'll do more for yourself by being prepared for a future that - shock horror - might not see you working at a game company, and you'll do more for the industry and the games by bringing in ideas and knowledge from outside.
I may, as always, be full of shit.
As Always
#7402 posted by Kinn on 2005/03/16 10:40:14
You won't see the real universities offering these sorts of mickey mouse degrees, so it's kind of moot IMO.
This sort of thing has been going on for years though, largely made possible by the government's "Bums on Seats" mentality when it comes to higher education.
/UK politics
And Now Another Topic
#7403 posted by Lunaran on 2005/03/16 11:03:59
http://www.costik.com/weblog/2005_03_01_blogchive.html#111069190589189590
Swiped this off PA. The summary: more graphic power and realism means bigger budgets for games, meaning publishers are less likely to risk money on things that are different and bye bye innovation.
And We Have A Winner!
#7404 posted by czg on 2005/03/16 11:08:02
For MOST ANNOYING SYLESHEET AND ABUSE OF TEXT DECORATIONS EVER
Lun
#7405 posted by pope on 2005/03/16 13:32:28
I whole heartedly agree with you previous mini-essay/rant on gaming degrees. I recently completed a multimedia design program at what quickly became apparent a extremely game focused school. The program I elected to take was in no way related to gaming development, yet about halfway into the program instructors were informed they should be adjusting all assignments to make them adaptable with game dev. So all flash work, became games, all website designs had to be for games, all user interfaces had a game influence. Even my illustration course we had to design a gamebox as a final assignment. Why? Because they wanted to be the first 'gaming college' in our area. At that they succeeded, but they literally shafted every other program they offered. Students who went there for business laws evolving around media, were denied a large chunk of their courses in exchange for new game company related ones. Audio students now were making game sound effects. Needless to say the student body was very unhappy with this radical change and the school lost 70% of its students the following semester.
They brought in "some of the best game developers around" to become their teaching faculty. Guess what original company they all stemmed from? EA just up the street. The school literally turned from a aweseome learning center with great teachers to a factory where students payed to get jobs at EA. All of the teachers with any real credentials up and left (or were let go).
Overall it was pretty disheartening, for both students and faculty alike.
How this all relates to Lunarans post, maybe it doesnt directly... but whatever.
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