I'm a student in IT Carlow, Ireland studying computer systems.
I play a lot of games and I'll be tossing my abominations onto moddb eventually, but for now I gotta get better at coding.
I know! You get attacked by a swarm of whatsits! And you have to use the WhatCannon on them!
Just to point out Asgard PPC are designed as shield busters. They would cut straight through a Wraith Hive with no resistance, but they would only leave a hole about 1cm wide xD
Anywayz, back to hating on the StarWars junkies. I mean Jedis. I mean... Whatever.
It took the most powerful weapon in the Star Wars galaxy to destroy a star. Something that can be done in Stargate with a transport ship, an active gate, some shield emitters and a bad night of tequila to actually make the idea remotely acceptable.
Being a square has never felt so... square.
Kudos, my good man. I only hope that the cubes are not a lie, for as we all know, cakes can be square, and cake is a complete fabrication.
I suppose at the end of the day the site was only ancillary to the project. Sure, it will be f*cking annoying to fix it all up again, but you'll have something up there eventually and it hasn't affected development on the game. Sometimes sh*t just happens.
All I'll say is my condolences on the site, but don't beat yourselves up over a hacker with no life.
Glad to hear you've expanded the mod. The original concept was great, but too focused... Seemed like something you could just do with small custom scripts in HL2DM without any real work, as with any gameplay mod without custom content other than maps.
Anyway, I'm just here to tell VLN that he has no idea what he's talking about. It played like a charm at the start of the beta, and all the gameplay bugs were worked out in the first two weeks. I haven't seen it since, but assuming the same guys are testing it, I cant wait to play!
Gotta say that concept sniper looks epic. Really. I'm talking new desktop wallpaper epic.
Quick question / request...
Any plans for an eventual mobile client? (Android / iPhone, etc)
The game is amazingly addictive, but with the email updates I always seem to be out of the house when I receive one. Considering how the game is structured (both gameplay-wise and graphically) I can see an easy market for you full of casual gamers. Nothing in the mobile market at the moment would compare, and your log-in account system has already laid the foundations for the use of multiple clients with a single account. The latest Snapdragon cores in newer android phones and Apple's own iPhone processors would be able to handle a game like this when optimized.
Also, playing FS with pinch-zoom capabilities and touch controls would be a dream.
Think of it this way: PC gamer plays FS on pc, then leaves the house. Receives update in email, loads up the mobile client, makes his next move, closes it. Back to real life.
Although the price is a bit high for a mobile game, the client could be used more as a marketing tool. People see their friends playing this really addictive game, have a go on the friend's account. If they find it interesting enough, they might buy the full PC version when they get home. Multiply by the number of pc players with smartphones, and multiplay again by the average number of friends. That's your potential market. Considering where you've marketed so far, there's probably a high percentage of crossover.
You could even make the mobile client a demo, with single-player only, and upsell from that to multiplayer against players from 3 huge markets (tens of millions of potential pc users, millions of iphones and androids).
Maybe I'm just ******* in the wind here... what do you think?
Ok, after buying in to the beta I have this much to say:
Gameplay: Excellent. I've had no instances of characters missing their cues or doing stupid things they shouldn't be doing, and the ability to jump between multiple games (like a multi-leveled chess board) keeps the pace and adds a bit of variety. The characters do occasionally spawn inside walls, but this is a beta so stuff like that is to be expected xD.
UI: A bit annoying to navigate to be honest... You end up with a load of incomplete games on the active games tab that you can't finish due to bugs, and occasionally game invitations time out before you can get to them, and there's no place to check them afterwards. Also, it does get annoying trying to find older games you've played (The menu, at least, makes me assume you can watch previous games).
Maybe add tabs to the side of the game area with links to all your current games so you don't need to go to the menu every 30 seconds? Take a look at the side-bar in the Opera browser as a way to move forward. Easy access to all your info without having to obscure the game window or leave the current game (I know it sits in the background, but it does have that 'disconnecting' feel when you plonk a big blue box of text in front of an active game). Also maybe add transparency to the chat windows?
Youtube integration is perfect, tested it twice with no bugs, and it's easy as pie to upload your games.
All in all, for something still in development this gets 10/10 from me. And it cost less for two copies of this and a free copy of Mode7's other game than it did for that awful Sniper: Ghost Warrior.
I think you guys could be game of the year if you just streamline the UI a bit lol
Gonna reinstall and see how far this mod's progressed since the first version.
Gotta admire your dedication to a hobby, even career professionals don't respond / fix bugs as quick as you do.
I wonder if I can still mortar-snipe with the pistols lol.
Adjusting the sights on guns is much harder to do in the newer engine. It takes ages to get them right.
Not sure if he'll be up to all the extra work when it's not a main focus of the mod.
I've been waiting for a game like this for years.
FPS vs RTS is a brilliant concept that has yet to be implemented well, though I think you guys can do it!
I just hope you balance spawns well enough. Don't want the equivalent of every zombie in an entire L4D campaign camping at the finishing line, if you get my drift ^^
(Or do we? X players vs X hundreds of combine in a swarm.... hmmm.... *reload*)
Love the comedy in the video too. You should implement a random teleporting error that kills combine in silly ways in-game too xD
Honestly, the ModDB / IndieDB / Desura system is the best attempt at service integration I've ever seen on any site. Better integration than Google services. Better than Adobe or Microsoft programs. Better in-house integration than anything Apple has released. How the hell do you do it?!
Here I am to play the middleground.
On the left: Complainers = pretentious pricks. End of story, this IS a FREE mod, remember?
On the right: 18,000 people are watching the BM Steam group. 6,400 are watching it here. Obviously there's some crossover, but at the end of the day, a lot of people are awaiting this mod. I'm not asking the Devs to wrap it up by christmas with ultra-high-def textures and ray-traced eyeballs reflecting Gordon's crowbar through his high-poly glasses. I just want to know how things are progressing, if I'll be playing this within the year or if I should just forget it until they toss something into my ModDB updates. The wiki is pretty useless if it's not viewable in chronological order.
Have you considered a Steam release and "Free Weekends" for the beta?
To be honest, with all it's flaws, I still loved it. I still think of Strider Mountain as that one great Strider battle where the Strider breaks down the wall and you have to follow the open catwalks all the way up to the top to get the rocket launcher, avoiding Strider fire, and then backtrack down the catwalks again to grab the rockets strewn about the place. That battle was truly amazing.
Yes there are AI problems, clipping problems, gordon speaks, the driving levels are not suited to HL2 style cars, etc.
But it was fun. Very fun. It's the type of game in which you spend 95% of your time bunny-hopping around combine (accurate combine, for once) and the other 5% just trying to figure out if these are the Alps and if so, what country are you in (I guessed Switzerland, maybe I'm wrong).
There were big bugs in the Strider plant, but the fact you could get around them with some creative buny-hopping and nade-jumping just gave more of a challenge.
For all the specific parts, I would give it the same score you did, but for the game as a whole, as an experience, I'd say 7.5/10
Perfectly said. To be honest I was just going to ignore the stupidity of his comment ^^
Dammit I'm missing out on so much. Need a new lappy fast if I wanna get back into the beta...
C17 is modeled partially on Belgrade as well as other Eastern European cities. The Overwatch Nexus looks very much like the Parliament building in Belgrade, Serbia, but there are also local references to other cities such as Riga, Odessa, St. Petersburg, Sevastopol and Constanta such as coastlines, proximity to ports and harbors, and the open air sewage systems you run through near the start of the game.
In other words, it's not directly planned on any particular city, so any interpretation will do as long as we get high res LoD xD
I'm seriously hoping this will fix the glaring gameplay errors in CoP. They gave you huge areas, quick access to sniper rifles and enemies that couldn't see you until you were at half the range at which you could see them. Between that and the crazy sudden spawns right next to you, the game always had you at an extreme advantage or extreme disadvantage without any case of in between. Fixing the AI is all I want from this other than graphical improvements. Just add RCOM to it ^^
Will it look cell shaded or have that kind of effect (Prince of Persia / Team Fortress 2 style?)
Forgive me for being blunt, but why bother to borrow from Dear Esther at all? It's a great experience, no doubt, but from your comment I get the impression that you're just ticking boxes to make your novel or story fit an interactive environment.
I understand that it's obviously more than just what you've described above in your advert, and I understand that the original concept was no doubt original, so why 'pollute' your experience with ideas from another, regardless of how good it was?
What I look for in a game besides the story, the experience and the gameplay is simply a new way of looking at things. Dear Esther did that. Korsakovia did that. Conscientious Objector did that. Even Antlion Football did that. I'll track you, but I just hope that at the end of the day, your game is more than just Dear Esther with a new map and script.
Sorry if this comment appears offensive, it isn't meant to be. I just have a particular viewpoint among many.
Honestly, it would've been boring. The idea of the collectors was to inspire fear, dread, anger and general annoyance. The worst parts of the human psyche, all manifest in a little screaming puff of smoke that you appear to be unable to dissipate.
In my case, I took one or two shots at them to no avail, then I ran and hid from my fears. I locked them away in rooms and hallways, knowing I may eventually have to venture back to those places as I backtracked through a map. I thought only of survival, not removing the problem. My first encounter with a collector led to me jumping out of an office window from the hallway in one fluid blurry movement. I'm not sure if the game physics bugged out at that time or not, I'm still unable to repeat a jump that long and accurate in any HL2 mod besides sourceforts nade-jumping.
Others just applied the 'hit it till it dies' rule and went on their merry way. For them, an FPS is an FPS, and Gordon's crowbar works on all headcrabs reskinned or otherwise. If not, quickload.
No doubt it's a tactic many of us employ, but you miss the best bits of a game when you probe it in that fashion.
There are other ways to play it. Some kill only the collectors they need to, others try to sneak past, some kill nothing and spend the entire game moving at top speed to get away (me), and some walk calmly up to every smoky blob and whack it square in the... smoky bits... while finishing a third can of coke with the other hand.
The game works for some, not for others.
If anything, the collectors should've been made more powerful. Had the game been redesigned to favor stealth or frantic running instead of going to the midground, it would've been so much better.
Very true. Although the episodes in question all directly affect the storyline, the last 100+ manga chapters have all felt like one big drawn out battle with no real plot twists.
It got interesting again about 2 months ago, but yet again, it's the usual Kubo bankai, bankai, plotkai that's been going on since Ichigo went to HM.
Yeah, I actually noclipped that bit out of frustration. I'm generally pretty good at trick jumps in HL2DM and counterstrike but I just couldn't get those ones at all!
I understand. Yet again it comes back to the fact that the visual style of the mod was rushed. The atmosphere is actually very immersive, at the level of S.T.A.L.K.E.R. on it's good bits, but it's ruined by certain bland environments and the fact that every single patient in the hospital seems to be afflicted with being turned into a Hazard Suit (start it up and read the labels for lols.)
Unreal have released their engine for free use (non-commercial) and have also redesigned their contracts for smaller indie commercial games (fee as percentage of profits from the game).
Tossed up a nice review on HL2 Mod Critics a this mod just needs to be played. It's pretty much become the essential mod whenever I introduce a friend to game mods, right alongside Minerva, Strider Mountain and Neotokyo.
Maybe when you're done with the Dear Ether re-map, you'll take a look at this again?
I would argue that the combat is the best they could do for an HL2 mod with no focus on combat, and the mapping was intended to be confusing. They did re-purpose the fast zombies, but you have to admit that your first encounter with a screaming shadow that jumps at you was a terrifying event. They re-used whatever they could grab from HL2, and familiar AI movements are a caveat to that approach. They aren't perfect, but they serve their purpose.
Also, I'm with you waiting on the Dear Esther remake. It's looking amazing so far, and considering the person working on it made some of my favorite maps in Mirror's Edge, I have great expectations for it.
They are both different games with different purposes, and none of the chineseroom's games are aimed at the mainstream.
I love Dear Esther as well, but it's not a game, it's an experience. It pulls you in and evokes emotion, slowly building up to a great crescendo as you walk the final cliffs.
Korsakovia is also an experience, but it's more akin to the mod Flipside (Here on ModDB) than to a movie like Stalker (Which influenced the game S.T.A.L.K.E.R.). It's purpose was to see how a player interacts with the world without visible feedback, but it also lets you see into the mind of a truly demented man and his perceived experiences.
Different, but no less amazing.
I know what you mean. The shadows are just fast zombies and manhacks, some of the maps are badly clipped and the maps were bland and confusing.
But that's the way it's meant to be.
Obviously I would have preferred new AI specific to these beasts. I would have preferred custom content, and I would have preferred if they spent more time checking for bugs. But considering their focus, to create a game without visible or audible feedback to your actions, they really did outdo themselves.
I know you can kill the shadows, but I said above that you can't because, honestly, after hitting one once or twice with the crowbar with no perceived effect, I was too scared to try to attack it again and managed to complete the game by just locking them in rooms. In effect, I had taken Korsakovia and Conscientious Objector, meshed them both together and created something all the more terrifying, something even the Devs didn't realize could happen (They replied to an email I sent them).
The point is that making a perfect psychological horror was never their intent. The game was an experiment, nothing more. But the player's experience is so much more than the sum of the developers' input.
If this was more polished, it would get 10/10 without a doubt. At the moment, no matter what rating we assign to it, we are rating something we feel has great promise, but is incomplete. So whether I give 8/10 or you give 5/10, we both know the potential of perfection is there.
what about 48 player cap, but AI swarms throughout the map? Have a swarm of similar character types that follow players as Captains/Leaders. Combat AI would only need to be basic fare as the idea above is to have the player do a small amount of micromanagement of the team, by hotswapping into them as needed.
Might not be feasible right now, but a man can dream ^^