if you read the link, here's my opinion.
There have been 3 versions of 2Fort, right? something like that. i remember Team Fortress and TFC. The 2Fort in TF2 seems smaller. Not merely overall smaller in feel, but really smaller relative to the players. This affects everything. It affects:
The areas that a sentry gun can cover.
The distance an engy has to run to restock and supply that sentrygun.
The ability of a spy to avoid bumping into people while cloaked.
The usefulness of snipers.(the central area used to be a wide open space, sniper heaven, no-man's land.)
Soldiers, same deal- they need line of sight just like snipers
So, Tf2's 2fort is smaller, and these changes all favor the defense. SO people complain that it's a map that ends in stalemate. and that's valid. But i think the map is fine. First of all, i like that it's strongly defense-oriented. i like trying to break a strong defense. Sometimes i like trying to set up a strong defense. People have always surprised me with new tactics they come up with to break a well-entrenched defense.
Second, i think it's in the plan of the game, that it favors the offense. The additions to the game all seem to be offensive i.e., the medic's ubercharge(the medic's special ability- he can make a teammate invulnerable for 10 seconds), the critical hit system(sometimes your shots do more damage if you have been hitting a lot lately-'you're on a roll'(fucxin' great idea in my opinion), the spawn timing(how long it takes for you to respawn after being killed varies according to i think your overall team's score or how well they're doing- again, 'your team is on a roll'.
So anyway, wha i think is that, yes, 2fort has gotten smaller and a lot easier to defend, the new elements in TF2 make up for it. Or at least compensate for it.
I'm gonna go with Valve on this one. It's fine the way it is. It seems like most of the changes made appear to have been made for a reason.
Tuesday, October 16, 2007
Monday, October 15, 2007
2Fort owns
2Fort owns.
this is a link to a forum discussing a particular map, in a particular game.
more specifically, a new version of this map, one that shipped with a new game that was a sequel to a game which was actually a mod of a very popular game of its day (around 1996-7, in my dim memory)
i was reading these forum posts and i suddenly realized this alien, arcane language that was being used, on the face of it it's totally absurd.
and yet, i understood every word that people said. bizarre.
this is a link to a forum discussing a particular map, in a particular game.
more specifically, a new version of this map, one that shipped with a new game that was a sequel to a game which was actually a mod of a very popular game of its day (around 1996-7, in my dim memory)
i was reading these forum posts and i suddenly realized this alien, arcane language that was being used, on the face of it it's totally absurd.
and yet, i understood every word that people said. bizarre.
Friday, October 12, 2007
TF2 more
i can't stand it anymore. i must play right now. My name is Podgorny. If you see me, shoot me. Unless you're a medic, in which case heal me.
TF2
It's a game where character design & art direction has finally taken its role of importance in games. The nine classes are so distinct from each other. Not a single element was left the same. From hats to boots to faces to weapons to even postures and styles of running, the classes are designed to be recognizable at a distance. The simplified art direction helps this immeasurably. And the animation and textures are so good that it looks stylish instead of simple or cheesy.
it's so good.
In the developer commentaries they mention J.C. Leyendecker as an inspiration for the style of shaders. This is awesome. This is where i've been waiting for games to go. Because if you think about it, advertising and poster illustration has similar goals- to be read instantly, to convey information stylishly.
another developer would use an out-of-the-box cel-style shader for the characters, but Valve didn't. Notice there are no thick black lines around the models, like all cel-shaders have. They wrote their own shaders, ones that instead force a rim light on edges (the opposite of the ink outline in fact) to help visibility. And the transition from light to shadow has a little highlight to pick it out clearer.
All these go to make the character's silhouettes individual and distinctive. Silhouette is a basic feature of character design, especially in animation. It's one i've always tried to get into my character designs. you can see them at my 'please hire me' website:
thejeremycampbellexperience.com
you can also find my email there if you want to send mee feedback. please do, if it moves you.
i wish i could work at Valve. They seem to 'get it'. i want you to know that someone understands and appreciates your hard work. please hire me.
it's so good.
In the developer commentaries they mention J.C. Leyendecker as an inspiration for the style of shaders. This is awesome. This is where i've been waiting for games to go. Because if you think about it, advertising and poster illustration has similar goals- to be read instantly, to convey information stylishly.
another developer would use an out-of-the-box cel-style shader for the characters, but Valve didn't. Notice there are no thick black lines around the models, like all cel-shaders have. They wrote their own shaders, ones that instead force a rim light on edges (the opposite of the ink outline in fact) to help visibility. And the transition from light to shadow has a little highlight to pick it out clearer.
All these go to make the character's silhouettes individual and distinctive. Silhouette is a basic feature of character design, especially in animation. It's one i've always tried to get into my character designs. you can see them at my 'please hire me' website:
thejeremycampbellexperience.com
you can also find my email there if you want to send mee feedback. please do, if it moves you.
i wish i could work at Valve. They seem to 'get it'. i want you to know that someone understands and appreciates your hard work. please hire me.
Tuesday, September 25, 2007
super mario 64 more more
other games that were like that:
The afore mentioned Tony Hawk and Mario.
SSX. All of the SSXes. if you've played it you know what i mean. i keep saying that. i feel like those should be a tagline or something. It also kind of sucks, as an attittude, because i believe you should try to be accessible. as much as possible. try to make situations understandable in layman's terms as the old saying goes. i don't know what to say, if you've never played SSX please play it.
The afore mentioned Tony Hawk and Mario.
SSX. All of the SSXes. if you've played it you know what i mean. i keep saying that. i feel like those should be a tagline or something. It also kind of sucks, as an attittude, because i believe you should try to be accessible. as much as possible. try to make situations understandable in layman's terms as the old saying goes. i don't know what to say, if you've never played SSX please play it.
super mario 64 more
best game ever made? Definitely in the running.
Though you can't really rate games like that. Ther'es different genres. And in games, genres are more important because...
different genres have differnt control schemes, whole different ways of interacting with the world.
anyways, Super Mario 64- Best Game Ever Made?
i could believe that-for these reasons-
1. It's overall coherence. Everything about the game works, and works together. The art direction supports the cartoony physics, makes it Believable.
2. The Game teaches you how to use it. you are taught your character's moves by gradually increasing challenges involving those moves, training you to use itself. Then making you use the moves again later on, possibly in an area you'd been in before.
3. (here's something i've noticed about all the best games, (the ones that have reached a certain level of complexity perhaps)) You Can Recognize a Person by the way they Play. Simply getting around in the game environment, moveing from place to place, each player expressed a different style. if you've ever played it you'll know what i mean.
maybe an example. This is about another game. kevin said this about Tony Hawk, another game which is complex enough to be good. i hope i remembered it right.
"I like to trick off the railslide and then ollie, trick, ollie, from place to place, but i noticed that you like to grind to get around, you grind-jump-trick-to a grind again. It's different styles."
i hope i remembered that right. Anyway, the point is that- there's such an abundance of choices of stunts, really all fun stuff, that everyone played it differently.
Though you can't really rate games like that. Ther'es different genres. And in games, genres are more important because...
different genres have differnt control schemes, whole different ways of interacting with the world.
anyways, Super Mario 64- Best Game Ever Made?
i could believe that-for these reasons-
1. It's overall coherence. Everything about the game works, and works together. The art direction supports the cartoony physics, makes it Believable.
2. The Game teaches you how to use it. you are taught your character's moves by gradually increasing challenges involving those moves, training you to use itself. Then making you use the moves again later on, possibly in an area you'd been in before.
3. (here's something i've noticed about all the best games, (the ones that have reached a certain level of complexity perhaps)) You Can Recognize a Person by the way they Play. Simply getting around in the game environment, moveing from place to place, each player expressed a different style. if you've ever played it you'll know what i mean.
maybe an example. This is about another game. kevin said this about Tony Hawk, another game which is complex enough to be good. i hope i remembered it right.
"I like to trick off the railslide and then ollie, trick, ollie, from place to place, but i noticed that you like to grind to get around, you grind-jump-trick-to a grind again. It's different styles."
i hope i remembered that right. Anyway, the point is that- there's such an abundance of choices of stunts, really all fun stuff, that everyone played it differently.
super mario 64
i think one of the things (the many things) that Super Mario 64 did that no one else has really done,
was to make the camera into a character.
To embody it.
and also to put it under the player's control. They needed some sort of metaphor, i suppose. It seems interesting that no-ones really followed up on that concept. i guess more experienced gamers take camera control for granted. you don't really need a metaphor anymore.
Mario 64 is maybe something else, something more basic.
An introduction to games, and the conventions of games.
http://www.youtube.com/watch?v=JzjeBckxOAM
was to make the camera into a character.
To embody it.
and also to put it under the player's control. They needed some sort of metaphor, i suppose. It seems interesting that no-ones really followed up on that concept. i guess more experienced gamers take camera control for granted. you don't really need a metaphor anymore.
Mario 64 is maybe something else, something more basic.
An introduction to games, and the conventions of games.
http://www.youtube.com/watch?v=JzjeBckxOAM
Sunday, September 09, 2007
and another thing...
Maya. The official online help is crap. I found a heading with exactly my problem on Alias' site.
this is it.
I even signed up as a member to get that info. a bronze member. However, oops, i need to be a platinum member to get that info.
This is not getting my work done.
this is it.
I even signed up as a member to get that info. a bronze member. However, oops, i need to be a platinum member to get that info.
This is not getting my work done.
i hate maya
why can't it just render? honestly, why can't it just render an .avi? Or anything really, .mov, flash file,anything, why the fuck can't it just output any goddamn kind of moving picture file?!?
it's so bad that i've gotten used to getting individual goddamn .jpgs and putting them together in After Effects. Which is stupid. Now the goddamn thing won't even render that. It would before, why not now?
I do not want to use the command line.
I do not find it easier. here's why.
You have to know what the options are before you can set them in a command line. How do you know what the options are? Apparently you have to go through the help files. fuck that.
I want a fucking GUI where i can see what my options are before committing to a render.
It's just a fucking render. everyone has to do it. the most basic rendering abilities should be in the goddamn program.
please.
it's so bad that i've gotten used to getting individual goddamn .jpgs and putting them together in After Effects. Which is stupid. Now the goddamn thing won't even render that. It would before, why not now?
I do not want to use the command line.
I do not find it easier. here's why.
You have to know what the options are before you can set them in a command line. How do you know what the options are? Apparently you have to go through the help files. fuck that.
I want a fucking GUI where i can see what my options are before committing to a render.
It's just a fucking render. everyone has to do it. the most basic rendering abilities should be in the goddamn program.
please.
Friday, August 24, 2007
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