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icyhotspartin

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icyhotspartin last won the day on September 21

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About icyhotspartin

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  1. I mean - @purely fat perfection as it relates to the accomplishment of a set goal is totally possible, just incredibly difficult. It's the pursuit of perfection that is important with any kind of design, relating to integrity - any compromise is dog. It's that pursuit that raises the bar for whoever is pursuing that goal next, including yourself. Imagine if the safety engineers at Volvo compromised on their goal with seatbelts, airbags, ABS, or chassis rigidity, or imagine if after building the first production car to offer those features as standard they just decided to stop refining those elements and continue selling the same car from 1977 year after year. Yes, by modern standards perhaps the early Volvos aren't perfect, but they are nevertheless markers of a pursuit of perfection which the Volvo ethos clearly continues to pursue (in that respect, and now some others). I don't think it's wise to toss the baby out with the bathwater, which your closing statement implies you are doing. It even contradicts the purpose of your opening paragraph, which is to note that if you don't insist on methodological perfection, your product will be dog. I'm not sure what you two are disagreeing on, is it whether or not a design is ever done? Guardian looks pretty done to me. @JB_'s point re. wabi-sabi states that no product is ever actually finished, but that again requires that the designer engage in relentless methodological perfection in the pursuit of fine-tuning whatever it is that he's doing. And if he's doing that, how is anyone going to use the damn thing? Wabi-sabi as I understand it does not really have to do with a designer working on a product, though - it has more to do with the eventual use and/or decay of whatever it is that is completed, and finding value or respect in the product for the way it tells a story about its use/decay. Like your favorite pair of jeans, or the way your steering wheel gets all worn down at the place you touch it the most, or like Eddie Van Halen's (kid was a god) frankenstrat with the cigarette burns and fingerboard grime. That, and the leftovers from the process, little mistakes or imperfections inherent to the design that in some way tell the story of how the thing was created, that add character to it in some way or that may chronicle the development of the designer's skills or process.
  2. I'm surprised they are testing maps designed on pre-update hitreg with post-update hitreg and sandbox available Kinda flubbed that one boiz I should also add that iteration is great, practice is great - but if you have no aim, that practice is meaningless. And if each project descends into endless iteration, that should tell you that you haven't really induced any techniques or principles from the practice you've done. Yes, part of the end result is the journey to the end result, but you have to actually have a destination to land at, otherwise you're just going to be in a holding pattern.
  3. too bad it doesn't run on Macs, otherwise I'd whip up a map too my laptop is dog, even though it meets the recommended settings for windows
  4. Found this today, interesting interview -- https://devgamecourse.blogspot.com/2020/10/a-conversation-with-chris-crawford-by.html Relevant passage: Eastern Front (1941) was one of Crawford’s most noteworthy creations so I decided to press him for details. “Eastern Front was a creative implementation of an obvious idea. ‘Let’s do a good wargame on a computer!’” he said. “Pulling it off involved an awful lot of creativity, but it required tactical creativity as opposed to strategic creativity.” I was puzzled by what he meant. Crawford has a reputation for being outspoken, but it’s a cryptic sort of outspokenness, profound to the point of incomprehensibility. Talking to him can be like reading A Brief History of Time at 120 words a minute. You always feel like you’re missing something. “Tactical creativity is implementation creativity. How do we build a good map? How do we move units around? How do we build a good AI system? You already know where you are going and you are just figuring out how to get there.” “So would you say in today’s game industry we have a lot of tactical creativity and less strategic creativity?” I asked. “Nowadays the stuff we call creative is tiny, tiny stuff. It’s hard to even call it creative at all. Technically, yes, I see a lot of creativity. But I see almost no design creativity in the stuff that’s coming out there.” I think there's something relevant to map design in there, re. 'tactical creativity' vs 'strategic creativity', but unfortunately the interviewer does not add more on that topic. Definitely worth discussion, my understanding is that the distinction he (Crawford) is making is between developing a strategy to achieve an either wide, categorical objective (world domination, in something like RISK, for example) or a self-directed objective (land management over real estate supremacy in something like Monopoly, for example) versus developing a strategy to accomplish a pre-set objective (capturing the flag on a given core map, as his example might suggest, or jumping through various hoops to take out a target in Hitman, for example).
  5. I like that - you might want to widen the pathway / include a holo-pedestal at the apex of the curve - hard to overlay round shapes on a rectangular geo like that sloppy edit here:
  6. broken records and rented hearts minds that stick and can't be won the shaded sleeve that holds the cards tempts his fate and spoils the fun
  7. I don’t play CS, but I’ll chime in with a couple comments @Soldat Du Christ - First, the couple times I’ve played CSGO I was completely btfo’d because mouse and keys is totally contrary to my brain’s wiring and because the people that play it are not just competitive, they are merciless, on a mission, and essentially treat each round as a game of chess with opening, mid, and endgame strats. Its skill ceiling is entirely about predictive map control and fine input skills, things that take years to develop - and not something you can expect those who’ve invested heavily in to change their approach to overnight. Second, as to fall damage, that’s a major dealbreaker in CSGO, and in most games, where health is really limited and kill times insanely fast in the more developed and desirable game modes - Halo (2 - 5) and quake stand out in that respect, because they allow total freedom of motion while shooting and enough health to let you fight back. I think that even though you put it somewhere where you intended it to be a calculated risk, those kinds of variables will always tip the scales for the average CSGO player who wants to be able to push and retreat completely safely, see JB’s comments - UNLESS the map’s theme calls for and integrates such hazards, see de_highrise or whatever it’s called. Make a good map for the gametype and they’ll eventually figure it out :^)
  8. It reminds me of watching the intro to The Apprentice - and to think, it’s all done with legos and thumbs :-)
  9. So guys, are the doors on Stigma large enough? Now that we have a truly non-biased and totally unmovable objective truth of 'Halo 5 Doorways', I think we can finally answer this important and nagging question!
  10. I think you'd be best moving the T back a little and also making the rounded parapet there more ike the octagonal geo implicit in the texture - or make the base of the T round like the parapet
  11. Only to the point where the design would have to be described as having integrity. Because to have integrity means that it holds together. If it don't hold together - and that would exclude something that is designed to fall apart, like a 3-stage rocket, which must disengage its parts in order to maintain integrity of the engineered system - then it don't good! Idk, depends on the game. Shipment? That would be a cool stat for the sweats, yes!
  12. No. Your point is wrong. And the goons you played a symphony for were also wrong. That doesn't mean they weren't justifiably angry, as they hired you SPECIFICALLY to get them to bump n grind with 40s and lean. You just don't serve a 7 course meal at a raging frat party.
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