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Harmata

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Posts posted by Harmata


  1. Are you actually complaining about better AI in Q4? And how is that a flow breaker?

    What do you mean better? Bowing down to avoid fire was "smart" too. I think by giving Guards dodge Raven simply compensated for smaller amount of enemies.

    Anyway, it was wrong for me to blame all flow problems on dodging, ignoring other things like narrow corridors and rooms smaller than those in Doom 3, darkness and, well, small amount of enemies, even in tank and walker segments. No more double-jumping on a crate to circle the enemy using plenty of space, now it's only stepping back in a straight corridor pressing the fire button.
    http://www.youtube.com/watch?v=hFb_LbHT-rg
    Look at this, the game is darker than... you know what game.

    Sure, I remember death animations in Q2. They were the best animations in the game, and really the only saving grace in the animation department, the other animations had a tendency to look clunky and mechanical by comparison

    Yes, the animations that you will see most of the time are the best in Quake 2. Other animations? The mad marines crawling on the floor looked cool... aaaand that's the whole animation department in Quake 2.

    Who fucking cares about concrete. Or having the levels look exactly like they did in Quake 2.

    So you just don't care about Quake 2. You should've start with that, that would really saved a lot of time for everyone.

    So according to you, it's lazier to compose new art styles for environments than to simply copy the ones from an older game?

    New doesn't mean good, especially if it's a remake/sequel/prequel. Massive concrete details in environments and massive iron and steel details on enemies characterized Quake 2.


  2. Ummm, that dude just kinda stands there and the health regen soaks up all damage.

    but the enemies were done very well(for the most part), the high-tech art style was nice

    The game had worse problems with flow than Doom 3. Just compare Q2 enemies dodging with Q4 enemies dodging: the former bow, the later actually jump to the side. What a flow breaker. And death animations... do you remember how awesome were hurt and death animations in Quake 2? How Guards did the last shot when they were on the ground, how Enforcers were shooting with their head shot off, how Icarus was agonizing in the air, how smaller enemies were pushed back or down from a shotgun blast, how Tanks were falling down, how Iron Maidens had massive boobies. Delicious. Nothing of this in Quake 4.

    Also, Quake 2 had a lot of concrete, and this was completely ignored by Raven. Metal and flesh? After Doom 3? On id Tech 4? Enough is enough.


  3. I meant specifically technical features, not featured games.

    Me neither, i was talking about presence on the market which id clearly lacked and will be lacking more. There was a lot of games on UE3, a lot of popular best-selling games on UE3.

    The first-person controls

    Whaaaa... controls? Bizaaaarre things my eyes see and my ears hear these unfriendly days, id Software gets a compliment for not sucky controls...

    The core gameplay for Rage was pretty good

    Ugh...
    http://www.youtube.com/watch?v=zeEOX9_MV1s

    Design wise the one thing I think that id need to do is stop putting references to their older games in there

    But how would we know that this is an id game we are playing otherwise. These days... these days you just can't tell anymore...

    *walks off into the sunset*


  4. Really, what does UE3 have that id Tech 5 hasn't?

    Get a load of this guy.

    UE3 - 2006 (first game)
    id Tech 5 - 2011 (first game)

    Five years of existence, that's what UE3 has, and UE4 will come out soon, while idT5 is locked up in Zenimax's dungeon only for their use.

    Rage is id's first game on current-gen consoles/tech so I can forgive them for making mistakes...

    Tech? How about freaking gameplay? Why Quake 2 has better encounters than Rage? Well, health regen removes a lot of depth, but you know what else? Firing talented and most importantly experienced designers for arguing with the boss, that's what else.

    Man, bizarre things i see these days. Nailgun as a DLC for an id game, id Software as someone's tech department... surreal, bro.


  5. That's a different company.

    Umm, yeah, i know. Huh?

    Spoilers, man. Spoilers.

    Hey, i didn't say who gets the "stroggification", maybe it's some random dude in a cutscene. Maybe it's even some Strogg that gets it now, because he was too late to receive it when he was a teen. Like a Jewish kid who missed his circumcision.

    Did everyone on this page just magically forget that Raven, not id, made Quake 4?

    I was talking about id's decisions, and decision to outsource Q4 to Raven was one of them. That tank, that walker... so forced and bland... I know that Raven could do better, but someone somewhere fucked up.


  6. If you want

    IT'S ALREADY HAPPENED YOU CANT CHANGE THE PAST JUST PREY FOR THE FUTURE

    Quake IV is a sequel to Quake II, plotwise.

    The only thing Q4 has from a plot it's that ridiculous phone call in the end, "To be continued...". I cringed then, i cringe now. If you'd removed Macron's death and stroggification, nothing would change. Just another assault on another alien base with another alien boss.


  7. Look at all these graphics whores.

    They started making RAGE before there were Fallout 3 and Borderlands.

    And they should've freeze it, like Croteam froze that stupid military shooter and used its assets for SS3.

    Besides, the fault in their games isn't the setting; it's the gameplay.

    Post-apocalyptic desert was done to death at that point, it definitely didn't contributed to the game's success. Health regen again, and really lazy job with bosses. Really.

    Bethesda is awesome for daring to make stuff like The Elder Scrolls games.

    Daring? They've been making these hiking simulators from the early 90s. Ability to mod in 1000+ sex mods also helps boost popularity.

    Quake 2 skyboxes looked worse than Q3A and TA skyboxes, they were all ugly with the grainy look.

    But they were creating great landscapes and sense of space. Q4's failed at that, and were blurry.
    Edit: hey wait a second, what are you even talking about, of course Quake 2 skyboxes looked worse than those from Quake 3, Q3 was released later. Hence the number 3, duh, bro.


  8. I think they need new management, because they've surely made a lot of stupid decisions. No cybersport support for Quake 3, remaking Quake 2 when the market was already saturated with "dark rooms of shinny metal" games, like Prey, Riddick, Doom 3, FEAR. Also, the game had worse looking skyboxes than Quake 2, that's an achievement. Then they put health regen into Wolfenstein and decided to charge money for Quake 3 with social features. No more NIN. Making RAGE when there already were Fallout 3 and Borderlands.

    Seems like they also have forgotten about their other franchises, like Commander Keen. Compare that to Valve who started actively buy out mods and turn them into successful franchises. Is it so hard to remake a Commander Keen game?

    Bethesda is a shitty developer, but Zenimax know how to do business. I remember that it's their intervention saved Call of Cthulhu: Dark corners of the Earth from becoming a vaporware.


  9. Well yeah, but the need to jump felt unnecessary there, more like the mapper's mistake. Like a one step on stairs too high to rise. I've reloaded the game and tried that place again, and i've managed to get out this time, so it was a false alarm. Still, it feels too cramped, i'd moved crates slightly further apart.

    Almost forgot, i really liked fighting Cacoes underwater, looked very cool and was nice action. Water and natural areas were solid in general.


  10. I don't like the switch box that opens underwater grates, it looks too crude for such map. The HK and two black creatures are too close to the edge of water, you emerge right in front of them, they are like IN YO FACE, looks kinda sloppy. The next area with mini-Cyber looks very good, the "windows" create nice grotto feel, which i personally very like. You can't get back from behind the crates without jumping.

    I'd say that the eyes should come out from two vents rather than one, when you lower the blue key. Maybe even place them at different heights. Also, the player can fall down the shaft without ability to get out.

    As for the Objectives and Logs... well, i was playing it 1994 style and everything went smoothly. Logs can create more flavor and lulz, but i know that not everyone will like them or the mood they set.

    Unfortunately, this is all i can say right now, after playing only the beginning. Sorry, i just don't have more time to spare now, but i'll definitely come back later for a closer look.


  11. I don't see how /idgames' anonymous review/rating system is at all a joke, albeit not a perfect system.

    I don't remember the details, but isn't there no ability to comment without rating and no ability for authors to post replies without rating their own work? Seriously, it's like some of you people never saw a flexible and accessible map archive front-end. Check out lvlworld for example, you've got ratings and comments separated, and ability to comment anonymously or make an account.


  12. Hey marysson, i've received your message and checked the changes you've made to CD, and they again proved to me that you simply should gain more experience before starting megawads. Do separate maps and post them on Doomworld forums, in this way you'll receive more useful feedback, and will not be restricted by a theme of a megawad.

    The "king" of the castle is a cyberdemon, and everything is to his scale. Maybe some people didn't get it

    I've only seen Cyberdemon on a one small map, and that surely was not enough to tell me that all 32 levels are to his scale because his the king. You should make bigger accent on your implications and references, and make them stand out more.

    I even disabled the star pictures with AdBlock

    Lol, never thought of this.

    Because there's an even better solution staring you in the face - viewing votes made anonymously; by registered members; or a combined view.

    And when this will be implemented? Is anyone even interested in changing something at /idgames?


  13. Duuude, the cash shop appeared only recently, there was a ton of updates before it. I don't know exactly, but i've heard that random drop still stayed after the shop was implemented.

    So $5 DLC is a crime against humanity but the ludicrous prices in TF2's cash shop are perfectly reasonable because you don't have to buy anything?

    I didn't say any of this.


  14. Have you actually followed TF2's development over the past couple years? Because trust me, $5 DLC has nothing on having to wait a month in order to have a chance of getting a game-changing weapon for free in a competitive FPS. Weapons that often cost more than $5 a piece.

    Competitive FPS? You probably wanted to say "team FPS", but I'm pretty sure that TF2 is far from Quake 3 TDM or even Counter-Strike levels of tournament balance, it was never planned as cybersport discipline, and that people wait for a free drop just to use unbalanced weapon to PWN shows that clearly. There's also trade between players now, so you're not actually have to wait, just find the seller. If it's so important. Because it's competitive.

    Really, isn't Team Fortres 2 kinda famous for regular updates that introduce new features like crafting and weapon naming, and new content like whole bunch of items? So why Valve can do it, but others can't? Because Gabe is a bro and a smart dude, thats why, he didn't sell himself into slavery willingly.


  15. Since we are discussing Serious Sam-like games, i guess i should say that Nitro Family could've been a decent game if authors removed pointless long corridors with dead ends, balanced enemies and their respawns, put couple of pillars into the boss rooms, and actually showed that shop-girl's t'n'a. I GATHERED 20 MADNUM CARDS WHERE ARE MY BOOBIES YOU BASTARDS. "Reward" for 20 cards was so disappointing it hurts. IT STILL HURTS.

    ...

    Painkiller looked great for it's time, but quality of levels ranged from crap to awesome. Just like with Nitro Family, there were problems with the size and emptiness of some levels. Finding gold and choosing cards was a small but nice bonus, even tho they could've do a better job placing them.

    The game also had fun multiplayer.


  16. Can you give me an example of an area/encounter that could be different and better, in your opinion?

    In general, encounters are very crude and bland, just look at the giant box with demons on the first map. The encounters and details rely on map's layout, this is why it's better to plan them when you are designing the layout, because otherwise you'll be limited by the layout.

    MAP01: Instead of placing 6 houses in 2 rows why not create a castle village inside and outside the castle and arrange some street fights?

    It would be cool to fight atop of all castle walls, around the courtyard.

    A visit from a high-tier monster like Mancubus would be nice.

    MAP03: I'd removed corridor with Barons completely, because the biggest challenge is not them but the door that kept getting between my rockets and Barons. The Cacoes appear in the same way as demons on the first map. In the same lame way.

    MAP06: The HKs and Barons above the "throne room" which is filled with HKs and Barons are redundant, Revenants would perform better. Cyberdemon is pointless, i understand what you wanted to show but it wasn't worth it. Besides, the player as the king is cool too.

    One Imp in each far away tower is just silly. What did you even expect from them? Same for the Imps above the yellow door.

    Ok, I've added a lot more monsters. I'll wait to re-upload

    Oh yeah bro you do that, you really do that.


  17. Which is it, too big or too small, heh?

    For example, the part of the MAP02 that the player sees from MAP01 is almost the whole level. The third map is linear and short, i can remember all areas one by one.

    Who knows what that fucker meant, it's not like he specified which levels were ginormous or what he considers ginormous or why is it bad. This is why archive comments provide 0 useful feedback for level makers.


  18. Here's some feedback after 6 maps. Yes, only 6 maps.
    Levels: are small, i had a feeling that these 6 levels that i've finished could've been easily combined into 3.
    Exits: Okay, i can understand when the exit is a line in front of a fake next level, but what's the point of teleporting the player right in front of the locked exit door? Why not let him at least touch it? This is really hurts immersion and contributes to the suspicion that levels are too small.
    Stairways: GOD. DAMN. Couple of times i almost broke my neck while trying to follow the tilting view.
    Details: almost zero details, and those that are present are crude, like giant thrones.
    Texturing: i was really disappointed with the use of METAL texture for rising stairs and platforms. Considering how many there are rising stares not using a new and pretty texture is a major flaw. Same with the stock switches, small ugly boxes with random textures like green hexagons on MAP02. Some parts are down right ugly, like the start of the MAP04: orange AND red floors, green marble, STUCCO castle walls.
    Features: the maps that i've seen lack features that i'd expect from something castle-themed. For example, on the first map there is Invisibility atop of one the houses outside the castle. How do you get it? You jump from he castle walls to the roofs? No, you walk up to the house wall and press use, which lowers the wall. Disappointing.
    Gameplay: there was not a single encounter that made me interested in the rest of the megawad and action on these 6 maps was quite diluted. The environments are not used to their full potential encounter-wise.
    Secrets: so, there's a secret marked by a candle on each map, huh?

    MORE WORK IS NEEDED

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