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Couple of bugs/exploitable I've tripped over although there maybe more.
On Central Processing (E1M6) its possible to open the blue door without flicking the blue switch.
On Halls of the Damned (E2M6) the fake/trap exit doesn't open on the yellow switch, in a rebuild, it may be an idea to funnel players to that exit first, spring the trap then open up the other door.
On Spawning Vats (E2M7) its possible to trigger the yellow key switch from the ground using mouse look, this can then be used to bypass the blue door area completely.
I'm still playing through, anything I discover I'll post.
Correct me if I'm wrong here, I don't see the fix for Artillery always hitting a target in Tiberium Sun (this was however fixed in firestorm), What happened was that an Artillery when it was fired manually at a unit,it would hit that unit no matter the speed, distance or anything else from that unit, did I miss it in the patch logs or is it an unknown fault?
Either way, nice to see some work being done on such a good game.
I don't know why, but I swear that "box art" is very similar to another game I can't put my finger on.
Still, your art style shows once again, I don't know why, but the guy in the bottom right corner with the firearm reminds me of Falco from Starfox.
Now that looks alot better from the old one, good job.
I'm 3/4 blind and even I can see thats a big improvement, feel proud, you nailed that, almost, something seems odd, just my buggy thinking though.
I'll hold my hand up and say I've pirated certain games, For any modern games, I've ended up buying them later on down the line to say sorry for doing that.
Certain games I haven't managed to acquire them legally in which case the only option is to pirate them, GoG(Good old games) helps a heap to avoid that situation but certain games are still borderline impossible to get hold of legally.
There is of course certain situations I could see myself pirating games. Take for example Blur by Bizarre Creations, even if you did buy the game now, the developers who worked hard on the game wouldn't get a single coin of your cash, instead it all goes to the greedy publisher who closed the studio. Thats like me building a house and my father getting all the money for it when all he did was overlook the house building. Its wrong and unethical.
I don't know what it is, but I feel their is something wrong with the picture, it just feels like the characters proportions are a tad wrong, although it maybe just me, otherwise incredible art once again, the detail in the background, the detail in the character's outfit are up there. Really good picture once again.
Wait theres a game behind that? I thought it was just a nice collection of pictures...
Still I bet it looks lovely when its moving.
Theres just something truly brilliant about that art style. I could stare at screenshots all day if they look like that.
The hud for some reason reminds me alot of System Shock 2, it is cluttered though, here are my tips.
1.The bleed, burn and poison indicators should be with the weapon details on the right side. Unless I'm misreading that and its not the extra damage you do and its the effects on you, in which case, it should be slightly to the right of the health bar, that then goes down the path that health relating to you should be on the left, also if you can make it transparent when none of them are in effect, that would be good to.
2. The reflex booster almost certainly should go on the right, possibly above the ammo counter. Since its a combat focus, it should go with the weapon details on the right hand side. (I'm guessing its to either speed you up or slow time down)
3. Ditch the stock elements of the hud, it just conflicts majority with the new hud.
4. Med gel above your health. Stalker did this alright by having med kits showing below your health. All the way where it currently is, is messy.
5. Ditch the crosshair range finder and fire mode, If you want to keep firing modes, I suggest putting it just above the ammo counter, or to the left.
6. The monster info, nice idea, correct placing (I would have had it a couple of centimeters to the right though) but showing the exact amount of health of a monster isn't something I liked. A rough (and proberby easier to code) system would say Healthy for 100%-70% wounded for 70-40% Critical for 40% downwards, but thats your call.
This reminds me alot of an old PS1 game, same sort of artstyle to, worth keeping a very close eye on.
Have you tried booting up the pc in safemode at all? (hold F8 while its starting up)
Although I did miss the almighty multiplayer, I did spot the singleplayer notice on the menu, are you planning on recreating the singleplayer campaign?
Also I didn't hear any footstep sounds, placeholder or otherwise, is that deliberate or has it just not been done yet?
Also just a quick wonder, will bots be available for online play?
The stuttering maybe because of a multicore processor, run the game using one core.
I've got a question.
In the original Rogue Spear you couldn't see your weapons and the zoom (I can't recall its proper name, it was on control) zoomed the game in, if your going to have the option of showing weapons like Raven Shield, How will you do the weapon zoom? Aim down the sights ala Raven Shield or Rogue Spear's zoom the game in?
As for the beta, how many maps and what gamemodes will be available and what sort of date/period will the beta test be for?
I've noticed in that video your using Rogue Spears Running speed not its normal walk speed, therefore will you be using the speed shown in the video as the default speed or have a walk speed implemented?
Well at least I got lucky and grabbed UT3 purely for the mods, this will be another one to put on my download list for it. And it saves me reinstalling Crysis.
I personally wouldn't mind a lack of voiceover's. Although you could always go for voiceover in the major cutscenes and subtitles everywhere else. But its your call, release it when you feel its ready to go.
Awesome fun, well worth the purchase, I think I was actually in a game with DuckSauce up above.
Looks a challenging change from zombies. The fact it can teleport will surprise anyone hoping it will just fly at you down a corridor and the added lighting effect which makes the environment around it look darker is cool. I would like to see that cloud go against more people just to see how it would react.
Is it just me or does that icon in the fuzzy picture look like the Quake 3 logo upside down? If so is it a converted Quake 3 map?