Graphic designer, website designer and map maker.
A long survey, but done.
Nice postmortem, but you missed one crucial part: what did the team do well? You went into great depth about what issues arose and how they were handled, but what went right and what was the team good at? Can't be all negative.
The only issue I have is that the sandbags blend in very well with the ground making them hard to see. The walls and gates look great, though.
What if, rather than paying for the mods like we do games; you can directly support the creators in recurring donations (in addition to a one-off donation)? The mods remain free and the creators get the money they deserve.
Create a system where a mod maker is paid each time he produces content. This is much better than a donate button as it gives us, consumers, more power over the overall quality of mods. We can stop supporting people stop producing quality work or people who don’t keep their mods updated. Rather than a one-off donation, we have the ability to cripple undeserving people. To add some incentive to support a person, simply say “You can only have 10 mods from one creator for free”. Because, let’s be 100% fair now, if you have that many mods from one guy, you owe him something.
This isn’t a perfect fix, but it’s a lot better than turning mods into games: it keeps everything community-oriented (again, the focus is on the work of a mod maker, not the mod). Plus it keeps legal things in the same grey area: are you paying for Star Wars and Warcraft in Skyrim or are you paying a guy based on a number?
Lastly, Valve would need to innovate if they wanted to monopolize modding; services similar to what I described already exist (e.g. Patreon), the developers just need to say “You can make money from working with our game”. There’s no need to price sword reskins and massive campaigns; give consumers the ability to support the content we want with detail.
When you buy something you aren't getting the promises the developer made, you're getting the current product and that's how you should look at it. Early access games abuse people who don't realize that.
The problem with paid mods is that a game update can break them, thus you're product is unplayable and worthless, and Valve basically said you were screwed over in that event.
This looks really awesome; very much what a Tiberium infested tree should look like
While I like the Skitterbot thus far, I feel like I'll hate it when I start playing the game.
Oh wow, what a change. Looks really awesome
The image is quite small; even the link version. Can't tell how cool the map is until I can see it in full.
"Do not distribute anything we've made. This includes, but not limited to, the client or the server software for the game." ~Minecraft ToS
Something tells me that downloading this would be a bad idea
Of the changes you say you made, the wool (at least the ones I saw) were flat colours and the lapis block had a gradient. A quick glance through the creative menu didn't show other changes (that said I'm not up-to-date with the OCD texture pack, so I may have missed some). 1/10 - Not worth the bandwidth
"I'll pick an answer later"
As good as it looks, the static only covering the non-circuitry bits makes it look a bit odd. And as said, the static does get in the way of reading. Perhaps stylizing the static and having it occupy select locations of the screen would help (implying light file corruption or interference rather than all-out video static).
Otherwise, I really enjoy the screen. It's quite readable and the background is very detailed.
They're a little bit awesome with a dash of amazing.
That's really cool, I demand more.
Can't wait to hear this. Just a question, is there a list of the guys who made the songs?
I'm pretty sure Black Mesa has gotten enough Honorable Mentions to be fighting over first place for MOTY
Exactly how tall is it? Tall enough to conflict with air traffic? (if you see where this is headed)
"Who called in the fleet?"
Do the skulls deter that mob? I want some functionality when I cover my fence in creeper heads.
Combining the best minds on the spectrum, countless hours of coding and testing, and even some redstone circuitry, Minecraft now includes a block with a sideways texture.
And it is awesome.
The reason the Allies will win every mission is because they look so damn good.
I think he means the blood. The Covenant blood looks great, but something is wrong with the Human blood.
I agreed completely, until I realized many survival maps/creations used it (then again, it is the creators fault). I think the best solution is to remove the collision box but keep the ability to stand on the top as it was (a one way border).
Agreed (even though I accidentally hit the (-) button). I'd say if it could take a casual player under an hour to build (or if you could quickly do it in MCEdit), it probably isn't worth anybodies time.
I can't speak for everybody here, but I want quality, not quantity.
The arm/shoulder looks like the right arm, but the hand is a left hand. I know it is a WIP, but still.
If it's what I think it is, then I first suspected it when noticing 'details' ("Hey wait a minute. Could it be that...[NoSpoilersHere]"). The story just got a whole lot more interesting (not to say it wasn't before).
Hold everything! Remember the image that was posted with this caption ("Well, that effect ended up being a LOT of work for something you will almost never see...")? It came with this texture as well. And if this block is a single plane of texture with seemingly infinite depth, could this be a texture for the void (when you dig below bedrock, this appears)?
Hey look, he has a score of 5! He just beat the previous world record at '&e0'!
Very nice. If this is what you can do with Yellow Comet, I can't wait to see Green Earth units.