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This looks like it's based on the - rather good - animated TV series, which is the origin of Aeon Flux I believe, and which the "terrible movie" was also based on :)
That is one seriously good video! Great work, especially the animation. Is it completely 3D or is it composted with video? Some of the backgrounds look real. Cool seeing a female soldier. Some sound effects would have been really good too.
Clouds look quite good! Can you layer them up, making large thick clouds? What happens to performance?
Keep it up.
I like that storm shot!
No we don't :/
I like the indian guy too, and the chick. But the 3 big guys look like pretty similar characters - how do they differ?
Looks great! Excellent work.
What's with the interlacing effect on the video?
I think that voice over could do with some improvements :)
You're all wrong.
Looks cool. Sounds cool. And the ultimate tease.
Would love to see more!
Looks awesome! I'd so totally play this... if I were to buy an iPhone.
So glad to hear that the maps are being fixing. Some of them had some shocking mistakes and it's surprising how often they ruin a game. So good on ya's for putting in the effort to improve the maps.
Sounds like you're on top of everything, but I have one thing to add. Sometimes there are spaces that look like you can fit through but you can't, due to the space being just a couple of units too narrow. I noticed this in the spawn on the beach in Monastery (that's the one where you take loot to the boats, right?). It's frustrating because sometimes you just waste time taking a route that turns into a surprise dead end, but it's most frustrating when you're in a battle and you're looking for an escape or quick route, only to end up being raped in a corner that shouldn't be.
So please make spaces like this either obviously narrow or obviously wide, so they can be judged from a distance. Anything in-between causes confusion and frustration in gameplay.
I like the new combat track, especially the end of it :).
These renders looks really quite stunning! Great work, keep it up!
Great! Good to see they're selling their engine properly now.
Very nice tracks! I enjoyed them.
Good work. Still loving that trailer :D
I really like the style of the texturing here.
I was just about to say I'd like to have a play of this, then I read about the beta, so I joined up :)
Good points there KakistoZ. I too noticed the sounds, but mostly just the custom sounds. It'd be nice to hear more varied and higher quality sounds. I noticed that the voice sounds don't suit the characters very well, but of course it's a beta :).
Still looks fun to play. I like the pace and also hiding and ambushing intrigues me...
Very nice looking concept art.
The music I'm not diggin' though. There are some cool sounds in there, but then there are some really odd sounds that don't fit. I can't quite figure out what you're aiming for here.
Keep up the good work though :)
That's huge! Can you get a silencer on this sucker or is that just plain ridiculous? :D
Some good points, Tatsur0.
I agree that today there's too much hand holding. It's probably something to do with wanting to keep gamers playing the game as much as possible and as comfortably as possible. However, this doesn't always need to be the case.
Letting the player figure out things for themselves can bring a sense of self-accomplishment, which can add to the satisfaction of playing the game. Also, discovering cool features on your own and realising future gameplay possibilities as the consequence can be very exciting - a neat way to introduce new game features.
What I absolutely hate with a passion is when a game forces you to watch a tutorial which teaches you the extreme basics. I'm talking about how to press the 'w' key, the 'a' key, the 's' key, the 'ctrl' key. If the game expects to the player to not even know how to use a keyboard then how the hell does it expect you to play the game at all? It's completely absurd.
I've noticed some absence of hand holding in today's games which I think are due to a lack of detail and mindfulness given towards the player rather than a design decision.
Good interview, thanks for the post!
It doesn't seem to be available in Australia on Steam though, why is this?
Looks very good. I think I can start to see the mood of the gaming coming together now :)
Cool. Loved the main theme and Combat 2 but found Ambience 10 a little unpleasant to listen to.
By the time I listened to Ambience 4 I was getting tired of listening to those synth-strings in the background. Maybe if they weren't so audible or noticeable... :)
I hate downloading from Fileplanet. but cool, can't wait!
And it's good to see that people read past the first sentence...
Perhaps the best thing to do is use some reference images. Check out some 3D art set at night time (say, on CGSociety) and see how they light the scene.
Normal maps/specular highlights are essential to bring out more detail, reflecting the moon at whot-not. Dark shadows and unlit areas shouldn't be too much of a problem if HDR is used correctly. ;) Keep up the good work.
Awesome screenshots. Great poses, modelling and everything.
Looks good and sounds good, particularly the amount of detail.
I think the only thing is that for a night shot there's too much light, especially ambient light.
For the amount of effort put into the visuals the gameplay looks surprisingly simple. Will be interesting to see how this plays.
The mapping, modelling and texturing look fantastic by the way.
Mighty fine lookin' horse you have there.
Yeah I have to agree too. The new lighting itself looks great, and being to get all these new effects working in Build Engine is fantastic. However, it basically creates another different style on top of the original, and I don't think they mix as it creates a lot of inconsistencies. Just being able to see Duke3D blended with GTA1 is great enough I think :).
The new effects are interesting, though perhaps only in terms of experimentation.
Looking good! Some really good news in there.
The Carentan-based mapping is that it's looking very simplistic, like a Day of Defeat map would. Obviously it's only a WIP though :)
Keep up the good work.
I like the idea. Lots of potential. However, the puzzle/level design sounds like it could be really tricky to make them both fun and difficult. Lighting doesn't add much to this, either does models and textures. Physics would help, like Druza pointed out.
I think a loose story would help. This mod at first reminded me of Age of Chivalry (mainly just from the textures) and Thief. In thief you often have to steal something then escape. This sounds like it could suit your mod quite well.
Do you think adding a simple story like this could help guide your mod through the kinds of puzzles created?
Flying around in space like that looks really fun. Perfect engine for it too, everything looks very nice. Keep up the good work!
I just love this shot.
Holy crap, fantastic textures and lighting!
Are those screenies original or Photoshopped? :)
The action looks rad!
The voice sounds a little out of place. Maybe that's because I don't know the full story, but shouldn't his voice sound muffled or something like its behind a helmet (seeing as the character is wearing one)?
I love the look of these maps! Everything is looking great. LaFiere is looking most impressive :D
The US Paratrooper is looking slightly odd. Is he too talk and lanky or does just need some more weight? Or is it just his head that's too small? Not sure. Amount of detail looks good though.
Great idea, I'm looking forward to this.
Probably for the best, never really liked the game anyway.
So much work to show off! Great stuff guys, keep it up.
HL2 has never worked well with open spaces unless designed correctly. And are you sure you're using the nav meshes properly?
Shots look good except they're too dark, can't see much :)
Everything is looking fantastic! I like the Nanowarrior.
Looks really good guys.
One thing that I notice about games that get to this sort of visual detail is that the specular highlights begin to make things look plastic. Depending on the material, the highlight varies a lot however many games seem to slap on a general shader which highlights all their materials the same.
Are the materials your scene using the same specular highlighting algorithm? Will you be changing this in the future?
Well it looks like the Crytek has accomplished environmental realism. Now I want to see some realistic AI! Seeing an enemy get shot from a distance and watching him turn around not knowing what the hell is going on while he continuously gets shot at is simply not good enough.
I really think it's time for Crytek to boost their support to the community to encourage more modding, too.
The physics seemed accurate but perhaps too accurate. I forever had objects infinitely bouncing around amongst other objects, making a hell of a lot of noise. That was really annoying.
Whoa, that's a bit of a shock. This is not going to be good for all those files hosted on Filefront, I know I've visited the site a lot to download some handy files.
Where else is there to host?
Mediafire is good but has a 100MB limit for the free account. I've used Microsoft's Skydrive a bit and that's not too bad!
Wow, the comments go on and on!
Looks fun :)
> "We've also decided that from now on beta testers will be by recommendation from existing testers and the development team only. We hope this will improve the commitment/quality of our testers."
Maybe, but there's still an entire world of keen gamers and modders out there who could be helpful towards your mod but instead are getting the cold shoulder.
> "I know many who wanted to test are sad that we're now not letting anyone test but I hope you can understand that we need to do this to ensure we get things right."
If you want to make things right then surely you'd want as much testing from a range of users *before* making a release.
> "We will pick people that have been referred to us, not random people begging!"
Is there really a difference? And how can you tell? Unless you know your testers in person, everyone is 'random' on the internet. There's no way that you know your referred tester is more committed than some random person begging. And what's wrong with begging? One would see that as a strong sign of interest and therefore commitment.
What's wrong with accepting random beta testers but just cease sending invites to the ones who do not attend? It's pretty understandable that people might show interest one day but lose interest the next.
Do you know why your vanishing beta testers are not attending?
I thought this was suppose to be some kind of community mod, or at least it used to be. In any case, it doesn't make sense for anyone creating a 'product' to deny themselves testing from a range of users.
Clearly it's a space-aged doorstop.
I really like this idea. Looking forward to seeing more.
That is awesome.
It's a TRAP!
Looking superb. Only thing is, I find it hard to believe that shadows would be so dark on such a bright day (consider how much ambient light is around)?
New models and textures look great!
Some good looking maps there!
Man down! Pothole ahead!
No summer here, yet.
I like the faces in the rocks!
Great mapping and weapon modelling there!
Love the music and sounds :) great job.
Very cool video, well done! Good on Valve for helping out with the voice recording!
Good vid. I can never pull over head shots like those with the pistols though, or maybe I'm using the wrong ones.
The TF2 player collisions are brilliant, every multiplayer mod should have 'em.
Signed up and can't wait to download the next version!
Is it better to use brushes or make a model?
Bumper cars awww yeah!
Great interview and video! Thanks very much to Noesis and team Dystopia.
I'm wondering the same as Varsity.
The sun doesn't cast sharp shadows like that unless it's a very clear day. Even then, there's always some diffusion. That scene doesn't look like a clear day, it looks overcast, so having sharp shadows in a scene like that makes it look like they're coming from a giant lamp or... a dynamic light.
With radiosity you get natural looking light and diffused shadows, so I'm wondering why you'd want to have these sharp shadows from dynamic lighting. Doesn't sound like a good idea in terms of performance or visuals.
I think what's missing from this pic is that WW2 European feel. The grass, trees, foliage and even rocks don't look natural European. I think more accuracy in these details are necessary.
The scene of the beach looks just about as real as it can get! All the textures look great.
The combination of the Duke FPS in the GTA world is represented perfectly. No need for shiny graphics.
Agreed. And also, what about if you're in a country where you're lucky to get a low ping server, and then you get kicked for playing the game?
Newcomers shouldn't have a problem playing if the game is intuitive enough, while giving them some tips and tricks.
Yes, the gegisn^ is looking very basic.
Man these designs are great. He is one funny-cool lookin' fella!
Looks like you have interlacing enabled - En.wikipedia.org - should keep it on progressive scan.
Another good tour David. Aquaria is a game that I must now check out.
And thanks for posting the tours on moddb, as well. Valuable lessons can be learned from these - *nudge nudge*, modders!
This is a feature of the Javelin missile system, I assume - the missile launches up to gain height and then downwards on top of the target.
Lighting and rendering effects are client only and don't get sent over the network so it shouldn't effect online game play. Things that move (by the sounds of it, the big moon and monkey which 'transform') can increase network traffic or server load.
For example, you can set all of your video settings to the very highest or the very lowest and it's not going to make a difference to the server.
I'm liking this mod team's artistic talent! Keep up the good work.
I'm looking forward to seeing those characters concepts modelled up.
Excellent! I just joined the Lugaru event and will be pre-ordering for the alphas, shortly :)
Cheers for the updates, keep 'em coming!
PS - Would it be possible to pre-order via Steam and still get hands on the alpha releases?