Commented 12 years ago2012-11-18 03:49:08 UTC
in vault item: passagesComment #20174
If you want good comments, just test the layout yourself and then fix it up to look pretty. Then submit it to the community as something that could pass as finished.
If you just give us a layout that you haven't really tested yourself, you're not gonna get too good of a response.
Commented 12 years ago2012-11-12 23:23:27 UTC
in journal: #8025Comment #43846
What you should do is get Amnesia. It's considered one of the scariest games of the time.
Sure, there's darkness, but the game is also about avoiding the darkness, or having enough materials to brighten it up. It basically punishes you for standing in it for more than 5 seconds.
Commented 12 years ago2012-11-11 23:55:52 UTC
in journal: #8025Comment #43845
Jumpscares do not make a horror game; they aren't scary, they're just startling.
To achieve real horror, you have to do either of these things:
1. Give the player a complete alien feeling. Older horror games are considered scarier because it was back when video game animation was very poor. So the creatures moved inhumanly, and was very unsettling. But now, since everything is based off of human movement....
And something unsettling can be gained from complete silence: watching an old sound-less projector show footage of people being murdered, hearing nothing but the rattling of the projector.
2. Make the player feel hopeless. Not completely hopeless, even though that can and will make players shit their pants (like Amnesia), but hopeless enough. You know that tension you get when you have to run away from the gargantua for the first time in Half-Life? Isn't it fucking horrifying? Well extend that--stress it more, like having to escape from a gargantua while having to linger in the same room, forcing you to run away to draw it somewhere.
Or you could do the 'not fit enough approach' where you take a single, dull enemy that you could easily take on alone, but then make a dozen of them. So many that the player won't be able to take any of them on, even if they do have full ammo and health and everything.
This comment was made on an article that has been deleted.
Commented 12 years ago2012-11-08 00:20:49 UTC
in journal: #8019Comment #44980
Obama and Romney are pretty shitty. Obama has a terrible plan and Romney has no plan. We should all just move to Rapture, maybe get ourselves some ADAM, aswell.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 12 years ago2012-10-28 02:40:40 UTC
in journal: #8010Comment #43827
Reminds me of when Spoony was reviewing Sinister and Paranormal Activity 4, he was mentioning how horror games try and use orchestral jump-scares to startle crowds.
He says one of the best ways to keep an unsettling feeling is to try and make something take place in complete silence, like watching video of a family being hanged, and a child creeping up to go SHHH to the camera with nothing but the ambient sound of a rattling projector showing the film.
Commented 12 years ago2012-08-20 01:17:37 UTC
in vault item: cs_kaeza_cruiser_00Comment #20077
I have an idea for the water.
Make it stretch a far way away so that from the boat it looks like a long distance away, then put clips so the player can't swim out of the main area of the water.
Similar for mapping with Source how you can make a map end with invisible wall s leading off to the 3d skybox.
Commented 12 years ago2012-08-19 23:54:19 UTC
in vault item: cs_kaeza_cruiser_00Comment #20075
Alright, this map is a good beginners map, I'll say.
-Architecture: The architecture is rather decent, but a lot of it is way too big. Most of the objects, doors are way too big. That's all I really have to say about that, other than the fact that the water could've been done much better.
-Texturing: The textures in this map are either stretched, from prefabs, or just don't belong. They could've been handled a lot better.
-Ambience: There isn't really any, except for the helicopter that was obnoxiously loud.
-Gameplay: This map could be pretty fun, standard CS map even if it is a hassle trying to locate the hostages.
Commented 12 years ago2012-07-23 14:57:07 UTC
in journal: #7909Comment #63317
I've had much better quests in my time.
2much just expected me to tell him where everything he lost was, as if he's consulting his own brain to ask, "Hey? Where did I leave this?" And he kept on bitching about it nonstop.
WHAR'S MAH SWORD? WHAR'S MAH SWORD?
[EDIT] Did anybody realize that I made the warden General Grevious? DA Dimbark: "What?" he asks sarcastically. "YOUR sword? It's now my sword.. part of my collection." 2muchvideogames: cool 2muchvideogames: sword collectors DA Dimbark: He coughs. DA Dimbark: "Malgrove scum.." 2muchvideogames: can i have basic clothes DA Dimbark: He coughs loudly once more.
Commented 12 years ago2012-07-23 03:25:18 UTC
in vault item: Gasworks ReduxComment #20048
(I'm judging this by the map itself, not comparing it to Valve's original map. New and smoother mapping tools exist now, so the originals have become rather irrelevant.) (EDIT Sorry for the ugly-ass review.)
Texturing The texturing is pretty bland, and you have a couple of unfitting and repetitive textures, like this one.
It looks flat-out nasty, really.
I also found myself in a lot of blandly textures places. You need more details, or anything really.
Lighting While different parts of the map have different colors, there isn't a lot of contrast. The skybox left a shadow on part of the building that looks unnatural, but that's about it. Some of the lights looked like they were made with pointlights, but they're passable.
Ambience There isn't a lot of ambience that I can recall, but some of your sounds were oddly placed. Like here.
It sounded like I was at some sort of hydroelectric generator, and I was pretty sure I was standing right in the middle of the sound. I don't know if you were trying to make the cars sound like that, but it sounded unnatural and it didn't come from the cars.
And that's all I have for this review. I'm giving it 3 stars.
Commented 12 years ago2012-07-03 06:02:07 UTC
in journal: #7870Comment #45684
Your planning on releasing it in a few months?
Do what Valve does to get people hyped about their next game: make trailers. Try and do something like the Blue Shift trailer. They took Barney, animated him in a clip and showed some gameplay. Get some serious action trailers, make some scenes and record 'em.
[EDIT] Wait, there are periods after each letter. So it's an acronym or something.
DIGITAL
ARBITRARY
MINE
NEUTRALIZING--
INTERNATIONAL
TECHNICHIANS
If you just give us a layout that you haven't really tested yourself, you're not gonna get too good of a response.
Sure, there's darkness, but the game is also about avoiding the darkness, or having enough materials to brighten it up. It basically punishes you for standing in it for more than 5 seconds.
To achieve real horror, you have to do either of these things:
1. Give the player a complete alien feeling. Older horror games are considered scarier because it was back when video game animation was very poor. So the creatures moved inhumanly, and was very unsettling. But now, since everything is based off of human movement....
And something unsettling can be gained from complete silence: watching an old sound-less projector show footage of people being murdered, hearing nothing but the rattling of the projector.
2. Make the player feel hopeless. Not completely hopeless, even though that can and will make players shit their pants (like Amnesia), but hopeless enough. You know that tension you get when you have to run away from the gargantua for the first time in Half-Life? Isn't it fucking horrifying? Well extend that--stress it more, like having to escape from a gargantua while having to linger in the same room, forcing you to run away to draw it somewhere.
Or you could do the 'not fit enough approach' where you take a single, dull enemy that you could easily take on alone, but then make a dozen of them. So many that the player won't be able to take any of them on, even if they do have full ammo and health and everything.
He says one of the best ways to keep an unsettling feeling is to try and make something take place in complete silence, like watching video of a family being hanged, and a child creeping up to go SHHH to the camera with nothing but the ambient sound of a rattling projector showing the film.
RATTLE RATTLE RATTLE
RATTLE RATTLE RATTLE
RATTLE RATTLE RATTLE
RATTLE RATTLE RATTLE
[EDIT]
Oh, nevermind.
Make it stretch a far way away so that from the boat it looks like a long distance away, then put clips so the player can't swim out of the main area of the water.
Similar for mapping with Source how you can make a map end with invisible wall s leading off to the 3d skybox.
-Architecture: The architecture is rather decent, but a lot of it is way too big. Most of the objects, doors are way too big. That's all I really have to say about that, other than the fact that the water could've been done much better.
-Texturing: The textures in this map are either stretched, from prefabs, or just don't belong. They could've been handled a lot better.
-Ambience: There isn't really any, except for the helicopter that was obnoxiously loud.
-Gameplay: This map could be pretty fun, standard CS map even if it is a hassle trying to locate the hostages.
I give it 2 starts.
The lighting is rather bland, though, and some shadows are rather distorted.
The geography was okay. The mountains weren't too bad, but the ground itself could've used more pizass.
Other than that, decent architecture, I like the setup.
2much just expected me to tell him where everything he lost was, as if he's consulting his own brain to ask, "Hey? Where did I leave this?" And he kept on bitching about it nonstop.
WHAR'S MAH SWORD? WHAR'S MAH SWORD?
[EDIT]
Did anybody realize that I made the warden General Grevious?
DA Dimbark: "What?" he asks sarcastically. "YOUR sword? It's now my sword.. part of my collection."
2muchvideogames: cool
2muchvideogames: sword collectors
DA Dimbark: He coughs.
DA Dimbark: "Malgrove scum.."
2muchvideogames: can i have basic clothes
DA Dimbark: He coughs loudly once more.
Texturing
The texturing is pretty bland, and you have a couple of unfitting and repetitive textures, like this one.
I also found myself in a lot of blandly textures places. You need more details, or anything really.
While different parts of the map have different colors, there isn't a lot of contrast. The skybox left a shadow on part of the building that looks unnatural, but that's about it. Some of the lights looked like they were made with pointlights, but they're passable.
There isn't a lot of ambience that I can recall, but some of your sounds were oddly placed. Like here.
And that's all I have for this review. I'm giving it 3 stars.
It'll take a lot more than peanut butter and a mailing label to get rid of me!
Can't wait to see the Black Squid.
It had a kickass trailer.
Do what Valve does to get people hyped about their next game: make trailers. Try and do something like the Blue Shift trailer. They took Barney, animated him in a clip and showed some gameplay. Get some serious action trailers, make some scenes and record 'em.
Do it the Archie way.
[EDIT]
Oh, and I'm really worried about that girl to the left.