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Comment History
arancione
arancione - - 14 comments @ DUAL)(REALITY

It's a tech demo but I've not encountered bugs so far, so nothing to report here.

I've comments on the actual design, but I suspect you're not interested.

bye

Good karma+1 vote
arancione
arancione - - 14 comments @ Alive & Kicking

No need to show credentials to tell you that I know;)
My point was only about remakes in general and the additional lowpoints for this in particular. As a plus, I'm breaking your combo of enthusiastics comments ;)
(it's not the place for a lengthier discussion unless you say otherwise)

good luck guys.

Good karma+1 vote
arancione
arancione - - 14 comments @ Alive & Kicking

Still annoying.
I deem remakes more lack of imagination than tributes, but if I know that it's supposed to make yourself visible to show off your original work, then it's all different and worth of plause.

Please also note that this remake will be done with an engine not too dissimilar from the original..

I'm looking forward your additional content, since I'm confident will be good!

bye

Good karma-1 votes
arancione
arancione - - 14 comments @ Alive & Kicking

Portal 1 remake? Just annoying, but a good way to promote your new content easily. Bravi!

Good karma0 votes
arancione
arancione - - 14 comments @ DUAL)(REALITY

Korpor4l said:To be, or not to be, that is my question about this mod. Hope you guys are just taking a long break...

Going stealth is something only big studios have to do, since for indies and modders is always better to be present and build their community brick after brick. Nothing beats a community well nurtered that supports and defends you, even if you desire to make a big splash upon release.

Good karma+1 vote
arancione
arancione - - 14 comments @ New element + Gel Spoilers

I don't know if the code will be released, but I think will not, though I hope the contrary (portal 1 docet).

If developers aren't going for walking on walls and ceiling but simply make the player stick to surfaces, then it's a pretty simple setup made with existing entities.

Hammer offers a lot of opportunities for prototyping, I did in fact the very same paint mechanic in Portal (dynamic, not scripted like the others), so the limits are only in the imagination.

Good karma0 votes
arancione
arancione - - 14 comments @ Invitation from CFTA

I hope puzzles are going to be "deeper" than bringing a cube through a trigger to open the door...;)
Try to ship before portal 2, if you can.

Good karma+3 votes
arancione
arancione - - 14 comments @ One Point One Release Soon

I read a lot so it's not my case, but since you recognize a lack of general interest in your mod, I've to point out that most of the readers are scared by such a huge amount of badly formatted text.

It's a somewhat interesting "behind the scene", but not very inviting as it is.

I suggest you to add more images, create bullet-points where you talk about the single maps and highlight a few important words here and there, to improve readability.

If you feel you have lots of interesting things to say about your mod, it's a shame to hinder the possibility for other users to appreciate your passion.

Good karma+2 votes
arancione
arancione - - 14 comments @ Xonotic 0.1 Preview Released

That's my position too: I never had time to practice all these complex movements but I still desire to play this way.
What I hope Xonotic will deliver is a smoother progression of the abilities in relation to practice.
Someone using all the advanced movements now is playing a completely different game from an expert player of quake3 for example.
I think Xonotic will fill the gap providing more ground inbetween and more meat for the very experts too, i.e. more depth at all levels.

Good karma+1 vote
arancione
arancione - - 14 comments @ Gamma Energy Released!

Additional Portal content is always welcome, though the maps that explore uncharted territories are very few. Let's try this one.

-The intro is a bit slacking, maybe change the timings.
-Lights and hdr are a bit exagerated in the first rooms.
-Kudos for trying to re-teach the basics but this way you end compared to the original, that are much clearer on that regard.
-from the energy ball room things start to shape better.

More thoughts after I finish it ;)

Good karma+1 vote
arancione
arancione - - 14 comments @ Update, Early Access, Music and a Spooky Surprise!

I sense this mod is going to be a major attraction, at least judging from its development approach.
There's no better paradigm than starting simple and then building on it.

-a prototype in place before any announcement? CHECK
-no desperate requests for an entire team at your disposal? CHECK
-famous and beloved setting (at least to start with)? CHECK

I wish you the best.

Good karma+1 vote
arancione
arancione - - 14 comments @ Team Blur Games Is Recruiting

I don't use moddb for promotion, I only read, but I've heard about your game before so seemed worth to register and comment.

Not only they can, but fun and originality should coexist. Most of the time this can't be done, at least the way we programmed at the start.
For example, despite the perfect fit, we can assume that zombies wasn't the original theme for L4D. We can easily use that gameplay with other settings and iterate from there to reach higher levels.

Now I'm personally challenged to think something fresh about zombies, and honestly it's not difficult at all, if I'm end compared to the recent mods released or in the works.
A lot of modders and indies nowaday put deliberately themselves in the same sad situation that pro developers are convicted, i.e to accomodate other interests besides their own.
I won't blame the zombie theme, I blame the shallow and unoriginal gameplay they insist to use.

Digression apart, I second the way of compromise as a chance for further originality, though it's one possible solution, not the unique one.

Good karma+2 votes
arancione
arancione - - 14 comments @ Team Blur Games Is Recruiting

I'm programmer and designer myself, so I don't need the lesson ;) but it's perfectly ok because of my post.
Actually my arguments remain the same, simply you don't get it, and by that I don't mean "you're stupid", but I mean "you don't agree". That's fine.

Most of the source mods are rubbish, I can't agree more, but it's because the editor and the workflow are super easy to pick up. This leads to the disadvatages you mentioned, but in the end it's the best to make the real jewel show up and, to be honest, it has nothing to do with how the game looks. However, mine was more a PR advice.

I don't understand your reply about high level standards. It's unrelated or I've not explained myself enough.

Do we need Valve to show us new gameplay with zombies? I don't think so. Creativity springs out from constraints most of the time, infact such a common theme could only lead to a more interesting challenge.
I don't want to insist because it's clear we've a different view on the matter: I prioritize fun over originality and mass over a niche audience;
I mean that I'd be glad to sacrifice 20% of my original ideas to progress consistently.

Good karma+2 votes
arancione
arancione - - 14 comments @ Team Blur Games Is Recruiting

I don't know, I continue to see good teams failing at the most basic things, and I can't shut my mouth, at the cost of appearing condescending.

For example, you constantly remark that this is not the usual ****** source mod, trying to leverage your tech. Who am I to sindacate that? I've not seen enough of your game, but IMO you end up to **** more people than the ones you invite in. There's no need to criticize, I perceive your comparative attitude as counterproductive. Even if you're right ;)

Then, you ask for "high level" help. Ok, maybe your game/concept deserves it, but I don't think you're on track to reach that kind of people. Obviously feel free to demonstrate that I'm wrong, though exceptions don't prove much.
You may tap on those skilled guys that try to build their portofolio working on mods and little projects. They've higher average skills and, more importantly, are motivated, but you have to demonstrate that your project is something that could be brought to completion.
Try to appear more pro-positive.

Then, recalling what nige111 said.
There are 1 million useless zombie mods already? They're all the same but they continue to appeal people more than yours? Damn, you're completely right, but why complaining?
Maintain your gameplay and transform those soldiers in zombie-soldiers! It's a little compromise to make things happen faster (it's the same for big studios having to use WW2 setting again and again).

Good karma+1 vote