David's not going to "run away" and that was just a shoddy ploy to hide from what's been going on. He's too attached to his Halo clone to run away from it now!
David's not going to "run away" and that was just a shoddy ploy to hide from what's been going on. He's too attached to his Halo clone to run away from it now!
Hey, Dave! I've got your back.
These guys don't know about how the industry works. That's too bad for them! I'm getting kind of fed up about seeing you guys in the negative spotlight. Maybe you should hire me to be your public relations expert so we can get this situation resolved so you can take credit for all of my efforts.
Send me an email!
Looks fantastic!
Coming fron a guy that's been playing PR since the beginning of it all: I am SO excited for this. Rockin' teaser. Great use of the mission editor's functions.
I hate to say it but the particle effect usage on the weapons is probably the best implementation I have ever seen on the Source engine. Fantastic job.
Phong on the mosin nagant is way too strong.
What are you talking about? Textures are obviously existent. Do you assume that they repeat? I don't think these caverns were made by man, and therefore the rock forms shouldn't be so repeating. However, I wouldn't expect you to comprehend the most basic concept of texture work so I also wouldn't expect you to give me an intelligible response.
Real life doesn't use textures. That's illogical.
too many repeat textures.
exterior looks acceptable though.
(buried)
age of chilvary was one of the worst mods i've ever played in my life
good luck, though! you're going to need it. we all saw how crappy dark messiah's commercial multiplayer was! hopefully this won't be AS terrible (because we know that this type of gameplay will never be good)!
Scaling is way weird. The monitor should be bigger.
The computer doesn't necessarily need more details in terms of polygons, but it definitely needs some better texture maps on it, such as a start and restart button. Maybe some cable inputs. Should take about twenty seconds to make, and a normal map wouldn't be a problem because the density of all of the buttons and whatnot wouldn't even require one, so adding some rectangles with pillow emboss is really all you'd need.
The atmosphere and general pallette is top-knotch, except the idea of using that theme in particular is really stupid, in terms of a shooter. You make it sound like you'll be fighting solely hostile enemies with rifles and whatnot, which would really distract the game's true artistic qualities (for what they're worth)
now, unless the game is truly terrifying (terrifying doesn't mean necessarily that you have to have mutated experiments running around trying to maul you) by having the player an incredibly easy target for death, but by having him fight incredible odds alone.
Think being holed up in a house firing down from the second when all of a sudden a heavy tank rolls down some trees and pops an HE round in to the wall of the next room beside you - it'd definitely add to the scare value of the player, especially when they know how easy it is to die in the game
all-in-all, the artistic style just doesn't sound like it'll compliment the gameplay style you SEEM to be looking for. obviously, there's going to be mixed opinions on what you've said, and speculation of what is to be expected, but seriously - don't turn the gameplay to ****
Really like the rendering style!
What did you use to make this? zBrush? The only reason I ask is because you use the words "sculpt" and the only time I've ever actually heard or seen that word used is if it's zBrush related.
Just curious.
jesus christ. now that's art
Single-player wise, it is very unoptimized and laggy. The primary cause for this is the maps (at least the single player/training ones, I think. Never tested the MP ones, obviously)
the truth hurts, devs:
don't bother. terrible mod. i'll be blunt:
too dark (even with HDR activated. Why's the bright areas that should be white as snow tinted grey? oh, right, it's too dark) and annoying
infinite ammo, which isn't a bad thing, but it is with tranqs. takes one second to reload tranqs. tranq obviously hinders movement and turning ability which make you too easy of a target once you get hit
heavy is a pointless class as of now because of above reasons; never get close enough and if you do, you get tranqed and shot from behind
scouts fire in burst which sucks when fighting one another seeing as your guns are perfect in every way - they're too OP as it is. might as well go all the way and make it auto so they can at least fight eachother
if it's 1 vs. 2 (because you will NEVER get a full server where someone actually, you know, stays around. this is the real world, btw), the two players will always destroy the one player because the maps are so CQB
maps have good design but have too many blockades. it's not even cover - it's just annoying.
speed up the rounds. seriously. cap times shouldn't take five minutes - make it five seconds. if you even get CLOSE ENOUGH to the point (you won't), it's luck enough. it's impossible to actually get anywhere seeing as you'll be fighting for turf for two hours just to win. this makes being a spectator useless and therefore your community won't last
summary: EVERYONE should die in one or two hits. tranqs aren't needed in later updates - they're just grief weapons.
this mod is for trolls and only for trolls. have fun!
Great progress, it looks like. Keep up the work!
I've found a solution to this problem for later reference:
Alt+tab and click on the Processes tab at the top. Right-click Doom Fall of Man.exe and change the priority from Normal to Low.
Wonderful looking game.
However, I have two problems: one is that the game, for one reason or another, is so laggy once I get in-game and out of the main menu that it become unplayable (especially when I get in to the "dungeon") and the second is that the options button just doesn't work at all. What confuses me, especially, is that I'm playing this on a machine that should be able to play this with no problems at all.
If you have any suggestions on how to fix this; I'd be greatful! Again; the game looks excellent and I feel that I'm really missing out!
WOW! It looks great! I'm pretty psyched about this, now. From what you're showing; the squaddie AI looks pretty solid, as do the rest of the effects.
Keep it up! This mod can't be missed.
Those are some intense voxels. Very sexy.
Steam must be doing something right, such as providing useful games and applications like Source Development Kits. On the front-page, there's countless Source mod updates. I see more Source updates on this site more than anything; aside from the few Crysis and UT3 ones. Everything else is left in the dark.
If mod developers can handle Steam usage; so can a typical user.
ModDB community sounds fun, but being a party pooper is the way to go!
Are you guys going to get new player models implemented before the release?
Looks good, though. Keep up the work, otherwise!
I remember seeing this mod a long time ago and forgot its name - it looked like as neat as Sin Episodes.
I'm so excited for this, now! It's really reached some fantastic progress.
Well, uh, I'm kinda glad that there's a new site up (Obviously a lot of us dedicated fans are late), but jeez, a forum and IRC needs to be in play. :(
Oh, okay. Thanks for the heads-up. Didn't notice the color variations, to be honest. :P
So, did you get the one-hit kill NPC health in?
I couldn't really tell while in-game.
5omeone
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