Jump to content

FatkidForger

Member
  • Posts

    147
  • Joined

  • Last visited

  • Days Won

    14
  • NLD Points

    1,221 [ Donate ]

Posts posted by FatkidForger

  1. On 10/11/2021 at 10:48 PM, Boyo said:

    The dragging mechanics are interesting but aren’t specifically what I like here.  

     

    What I like about the Wallmaster is the invisible influence he exerts over the map.  Anytime you’re near the perimeter, the threat of being snatched up looms over your head.  

     

    Wallmaster takes something mundane, the wall, and makes it scary.  I like that.  It’s like the psycho shower scene; sometimes the unseen is scariest because it lets the imagination run wild.  

    Ace, yaeh, tbh I had to watch a vid to figure out how they work cos I've never seen them in a zeldy game before. So let me reproach my harry potter reference then, kinda like the hedge maze in goblet of fire lol? Yeah so I think either wall or ceiling, my idea holds up, however, if we take it one step further, I think secret doors could be cool if you want in interaction where some gets surprised. The question would be how to successfully give it a unique addition to the meta. Obviously you could have people just walk up and it opens, but I feel like thats too plain, I do like the notion that both the receiving room occupant and merging player are both somehow forced into this conflict. I think maybe having a poltergeist you can't see that roams around. Maybe you can hear it if its close but not see it, if it catches you and you're close to a wall, it can pass you through to the adjacent room. Another thing could be a rotating wall. Ok so you have a catwalk up top, there's a window so the player can jump into the next room, but what if it rotates every so often so maybe that window becomes a doorway on the bottom floor, like the whole building has a huge grindstone in the middle, a hole in one side, so as it rotates, it creates a temporary passage between rooms throughout the level.

     

    Lots of really interesting ideas in this, I'll keep thinking on it.

    oh-oh-snap.gif

  2. 35 minutes ago, Boyo said:

    The original iteration of Zelda’s Wallmaster was interesting, turning the room’s perimeter into a splash zone.  
     

    spacer.png

    For sure, but then is it the dragging mechanic thats got you more interested then, like the barnacles in halflife? Because those function in a similar way. Can you get out of the Wallmaster's grip? But I think there could be a cool plant like thing, kinda like devils snare from harry potter, you can get stuck in or pulled up to and you have to move a lot to be thrown into the adjacent room instead of strangled.

  3. On 10/8/2021 at 5:11 AM, SaltyKoalaBear said:

    You should honestly make a portfolio of these studies and apply as a concept artist. Check out Eddie Smith, he is basically responsible for most the human artistic vision in Halo 2. These sketches remind alot of his style. 

     

    You can list given and colson as references. 343i needs this type  of  shit, there art direction is terribly lost. 

    Its true, @icyhotspartinhonestly you're a bloody good artist and I think you'd add so much vision to a game 👌

  4. 1 hour ago, Boyo said:

    What do you think about ceiling-based hazards?  
     

    spacer.png

    If you're being real... Depends on communication and if the player feels they're being robbed of an experience that could've ultimately been better if they had to figure out how to avoid it. BUT... I ain't against killing players for no reason to remind then they ain't shit, especially if you can catch out someone on a spree. The unfair death of a good player is true happiness. Do you have an example of one you like/dislike? 

  5. On 6/26/2021 at 9:45 AM, Kantalope said:

    Which program do you use to animate theses? I'm getting to the stages of the NLD game where we need clear HUD and wanted to know if it's something I would have to buy or is already included in Adobe Creative Cloud or is free.

    Those demos are all designed in illustrator and animated in premiere pro. If you're working in UE4, you can animate most stuff you need in UMG and use flipbooks tho.

  6. 1 hour ago, S0UL FLAME said:

    ...As He sat upon the mount of Olives, the disciples came unto Him privately, saying, "Tell us, when shall these things be? And what shall be the sign of Your coming, and of the end of the world?"

     

    And Jesus answered and said unto them, "Take heed that no man deceives you. For many shall come in My name, saying, 'I am Christ', and shall deceive many. And you shall hear of wars and rumors of wars; see that you are not troubled, for all these things must come to pass, but the end is not yet. For nation shall rise against nation, and kingdom against kingdom: and there shall be famines, and pestilences, and earthquakes, in diverse places. All these are the beginning of sorrows.

     

    "Then shall they deliver you up to be afflicted, and shall kill you; and you shall be hated of all nations for My name's sake. And then shall many be offended, and shall betray one another, and shall hate one another. And many false prophets shall rise, and shall deceive many. And because sin shall abound, the love of many shall grow cold. But he that shall endure unto the end, the same shall be saved. And this gospel of the kingdom shall be preached in all the world for a witness unto all nations; and then shall the end come.

     

    "When you therefore shall see the abomination of desolation, spoken of by Daniel the prophet, stand in the holy place, (whosoever reads, let him understand), then let them which be in Judah flee into the mountains. Let him which is on the housetop not come down to take any thing out of his house. Neither let him which is in the field return back to take his clothes. And woe unto them that are with child, and to them that breastfeed in those days!

     

    "But pray that your flight is not in the winter, neither on the sabbath day; for then shall be great tribulation, such as was not since the beginning of the world to this time, no, nor ever shall be. And except those days should be shortened, there should no flesh be saved: but for the elect's sake those days shall be shortened. Then if any man shall say unto you, 'Look, here is Christ, or there', believe it not.

    For there shall arise false Christs, and false prophets, and shall show great signs and wonders; insomuch that, if it were possible, they shall deceive the very elect.

     

    "Behold, I have told you before.

     

    "Therefore if they shall say unto you, 'Behold, he is in the desert', go not forth; 'Behold, he is in the secret chambers', believe it not. For as the lightning comes out of the east, and shines even unto the west; so shall also the coming of the Son of man be. For wheresoever the carcass is, there will the vultures be gathered together. Immediately after the tribulation of those days shall the sun be darkened, and the moon shall not give her light, and the stars shall fall from heaven, and the powers of the heavens shall be shaken.

     

    "And then shall appear the sign of the Son of man in heaven: and then shall all the tribes of the earth mourn, and they shall see the Son of man coming in the clouds of heaven with power and great glory. And He shall send His angels with a great sound of a trumpet, and they shall gather together His elect from the four winds, from one end of heaven to the other.

     

    "Now learn a parable of the fig tree; when his branch is yet tender, and puts forth leaves, you know that summer is nigh. So likewise, when you shall see all these things, know that it is near, even at the doors. Verily I say unto you, this generation shall not pass, till all these things be fulfilled. Heaven and earth shall pass away, but my words shall not pass away.

     

    "But of that day and hour knows no man, no, not the angels of heaven, but My Father only. But as the days of Noah were, so shall also the coming of the Son of man be. For as in the days that were before the flood, they were eating and drinking, marrying and giving in marriage, until the day that Noah entered into the ark, and knew not until the flood came, and took them all away. So shall also the coming of the Son of man be. Then shall two be in the field; the one shall be taken, and the other left. Two women shall be grinding at the mill; the one shall be taken, and the other left. Watch therefore; for you know not what hour your Lord does come.

     

    "But know this, that if the goodman of the house had known in what hour the thief would come, he would have watched, and would not have suffered his house to be broken up. Therefore be also ready: for in such an hour as you think not, the Son of man comes. Who then is a faithful and wise servant, whom his lord has made ruler over his household, to give them food in due season? Blessed is that servant, whom his lord when he comes, shall find so doing. Verily I say unto you, that he shall make him ruler over all his goods.

     

    "But and if that evil servant shall say in his heart, 'My lord delays his coming', and shall begin to smite his fellow servants, and to eat and drink with the drunken, the lord of that servant shall come in a day when he looks not for him, and in an hour that he is not aware of, and shall cut him asunder, and appoint him his portion with the hypocrites; there shall be weeping and gnashing of teeth."

     

    Matthew 24:3-51

    eh?

  7. 5 minutes ago, Box_Hoes said:

    Forger makes unconventional layout pushing boundaries. Community/sweaty kids: map is trash 

     

    bungie makes same map. Sweaty kids: oMg bUnGiE iS sIcK 

    Thats because most players wouldn't at least be able to articulate why they like something. Realistically the community should've adopted some kinda knowledge for understanding why spaces and encounters are good/bad due to macro/micro/active sandbox meta before passing judgement in the same way we have to think about them before designing. But unfortunately, there are more CincyBearcats92s in the Halo sphere than there are TheActMans.

  8. On 4/8/2021 at 3:50 AM, MultiLockOn said:

    If you guys could change anything about Arcanum / Oblivion if they were to be made as premiere dev maps for a AAA game, what would they be.  Artistically, design wise, where do you guys think those two maps lend themselves the weakest. How could they be way cooler in every way, and bullet proof for pro play.


    Assume the game isn't a steaming pile of dog shit and you can kill people and maneuver acrobatically without dropping your weapon.

    Is the project secret due to contract restraints? If you're allowed to disclose external work, even just a devlog would be nice and its helped gain a lot of support for games like Ill and Thouest Thee/Wrought Flesh. 

  9. 30 minutes ago, S0UL FLAME said:

    Personally, I would prefer if you were fully cloaked if you were moving, and partially visible while not moving. A similar design can also be applied to the OS; layer stays on while moving, slivers away when not moving.

     

    A simple way to enforce aggressive play, which also encourages smarter use.

    I think that takes the stealth attribute out of the players hands and gives them little agency outside of "keep moving". People might not even use that as an aggressive tactic, more of an easy out of combat for constant toying. I get the sentiment but I'll always maintain my 80-90% constant camo bias.

  10. 7 minutes ago, icyhotspartin said:


    Yeah, it was smart and logical, sound strat given the nature of the powerup. But there were multiple other options available to him that were also smart and logical and sound strats, none of which I could reasonably eliminate given the nature of the match. 
     

    Now I didn’t think it possible that he could move that far while still fully

    camo’d, so definitely dog on me for not playing enough Standoff in the last 13 years. 
     

    Thing is, I never said him making a beeline for me wasn’t valid. It’s totally a valid strategy, because the item is included in the map and gametype. I only used the example to illustrate just how far someone can travel while camo’d on an essentially flat, open map, something I took to the extreme in the next example with the daisychain. In a different match, on a different map, with a different player count, the possibilities are pretty much the same. The point of the illustration being that there is no reliable and readable  predictions of a camo player in H3 without the elimination or severe limitation of his choices, which would defeat the purpose of the powerup and create a time sink where nothing happens, the intended wild card repositioning would be impossible.

    It's not dogging on anyone, just trying to figure out what the play coulda been seeing as it was brought up. I'm no comp kid, I wouldn't even be able to perform half the strats I observe and predict others to work with. I agree and honestly two camos is pretty silly imo just for the idea of equal starts. Though, this also relies on one team not having the ability to hold down at least one side of the map and fend off one camo guy. I don't know if in any other situation I'd say camo time was too lengthy because while yes in this match it'd be perfect for just making a quick cross however, taking out one dood with combat options before loosing camo isn't a stretch to me. Camo might be op with opacity levels but its function and length are fine imo. So is the problem with the camo itself or the use of sandbox given ld in question? I personally think theres too much going on with that map but I also think bungie wanted ppl to mess around and have fun on it too. Is there two camos in comp modes on that map?

  11. On 3/27/2021 at 1:50 PM, Soldat Du Christ said:

    im pretty sure the act man had alot to do with infinites direction, they are doing everything he asked for, btb sounds exactly like what he asked for in one of his videos

    I think they listen to people a lot so long as it complies with their immediate direction but I doubt he has any agency outside of being a platform with the loudest voice.

  12. 4 minutes ago, FatkidForger said:

    Camo be like:

     

    Honestly, its just seems like smart and logical plays on camo guy's part, he pushed the side that his team were strongest in order to slingshot him round the map to the next valid player to kill (which in this case was also the only enemy as far as we know who had identified his activity). Realistically, he made a b-Line for you choosing the most direct and stealthy option because he was already aware that you were aware of his situation and with the rest of your team pre-occupied and you now semi-distracted by giving them a hand, he played his cards right because he was forced into the power play. That is a sound strat for using a power ability and imo, the most efficient way to use camo to elevate gameplay. Had you not engaged immediately on what was a pot luck encounter, he might not have known your existence in that location or at the very least, that you knew he was running camo. But as it stands, you were the biggest threat and he was forced to take action on you. Thats where you would've had the advantage as you coulda waited him out, letting him go for someone else then spring up behind him and do to him what he did to you. We've talked about this from your perspective, but it's equally valid to discuss why a power player would kill you like he did. Is camo op, maybe? But it doesn't hinder gameplay. Its an interesting addition that shifts player perspective and engagement in a far more interesting way that power weapons or arguably os imo. Purely's right, its just a case of understanding the counter-play measures.

    I'm gonna go make a velociraptor camo map that preys on headless chickens

  13. On 3/29/2021 at 7:52 PM, icyhotspartin said:

     

    They absolutely do, so here's a revised diagram:

     

    image.png.a19ae3f8eaf763f182cde995b8f1bd9b.png

     

    Yellow arrows indicate possible routes the camo guy could have taken,  the longest one shows where he ended up in the particular case I referenced. Red and Blue blobs indicate activity, with the respective arrows indicating dominant movement. Red circle is my spawn, and blue circle is where I saw and briefly engaged camo guy before he picked it up. My path is the orange line, I stopped off and grabbed the brute shot in case I caught camo guy movement, but I didn't and he smacked me on the turret. 

     

    Yesterday I played 4v4 on Standoff again, this time to prove a point I grabbed tree camo and daisychained it with satellite camo ignoring the action. I was able to circle the entire map along the perimeter completely camo'd. Looked something like this, where the blobs are representative of team positions when I engaged near the end of my second camo:

     

    image.png.eca6d321d5b97f7a10d28ea47172267e.png

     

     

    Camo be like:

     

    Honestly, its just seems like smart and logical plays on camo guy's part, he pushed the side that his team were strongest in order to slingshot him round the map to the next valid player to kill (which in this case was also the only enemy as far as we know who had identified his activity). Realistically, he made a b-Line for you choosing the most direct and stealthy option because he was already aware that you were aware of his situation and with the rest of your team pre-occupied and you now semi-distracted by giving them a hand, he played his cards right because he was forced into the power play. That is a sound strat for using a power ability and imo, the most efficient way to use camo to elevate gameplay. Had you not engaged immediately on what was a pot luck encounter, he might not have known your existence in that location or at the very least, that you knew he was running camo. But as it stands, you were the biggest threat and he was forced to take action on you. Thats where you would've had the advantage as you coulda waited him out, letting him go for someone else then spring up behind him and do to him what he did to you. We've talked about this from your perspective, but it's equally valid to discuss why a power player would kill you like he did. Is camo op, maybe? But it doesn't hinder gameplay. Its an interesting addition that shifts player perspective and engagement in a far more interesting way that power weapons or arguably os imo. Purely's right, its just a case of understanding the counter-play measures.

×
×
  • Create New...