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Everything posted by icyhotspartin

  1. oh my god, I totally forgot to mention this re. reach mouse and key aiming - it is completely impossible to drive vehicles other than the wraith with mouse and keys. Impossible. Terrible. Awful. Just use a 360 usb controller, it will save you a lot of stress.
  2. kinda Forerunner rocket room is bracketed by the two gently curved hallways connected by tele, and which open up onto the exterior 'landing pad' to serve as the third edge of the triangle. That shape is pretty similar to what you have in the left side of that sketch. Moondance has the curved hallway with the chandeliers up top.
  3. His Forerunner map uses the same fidget-spinner layout motif, same gently curved mega lanes as well, which can also be found on Moondance. @Westin your hand is showing 😛
  4. Yeah, and the way they did that was by making the Covenant less human and more feral/convicted. Check back on those Vidocs to see how they decided to take English away from the Elites and Brutes.
  5. There was no crashland or mysterious planet in Reach. The closest thing to that is the forerunner artifact Halsey is researching, and that only factors in for a level or two.
  6. Can corroborate accounts of dogshit mouse aiming in Reach I also need to finish that review...
  7. I never made a joke, the lifted cube reminded me of the halo 5 weapon pad waypoint emblem. The emblem shows a “pad” with two V arrows underneath it, pointing downwards, creating a triplicate motif to emphasize the importance of the location. It doesn’t represent ordinance in any way other than its importance as an objective on the field. That said, since level design is associated with cartography, why not try a logo with just the three cardinal axes stylized as a compass, either within the cube or without the cube?
  8. Reminds me of the weapon pad waypoint in h5, I had the thought but never sat down and made it! Very cool
  9. I like the nga one a lot too, it could look very nice as a stencil on something like an anvil, or a hammer, or an unreal material sphere... The only comment I have is that the two lower arrows are stretched to the edge of the N and D, which kind of creates an imbalance in the visual weight. Am I the only one with that problem? Let me know, if so //
  10. I think he’s saying you have a well organized mind :^)
  11. Adidas logo still looks a little bit like a shoe @MultiLockOn, so they’ve got good identity and form there - but you’re right re. abstract stuff. I’d much rather see the arrows on something referencing x;y;z axis markers, but that cube still doesn’t represent the building or the growth inherent in the name. My previous sketches attempt that with a takeoff from an anvil’s head, and try to structure the anvil itself in a way that conveys motion upwards and forwards. Those are the ones on the orange background, for reference edit: @no god anywhere yes re. arrows, I dig
  12. Why would they delete this? It's basically real, the embassy mission was Zero Dark Thirty, and there was a raid a couple weeks ago with night vision goggles to kill the dude who took over for bin Laden. Is Reddit owned by China now?
  13. Funny you say that, I just watched all the main enemy deaths from the last 10 CoDs, and they all involve a quicktime knife or a revolver, and sometimes even a jumpy "oh no it didn't work!" moment. Talk about repetitive - even James Bond movies weren't that repetitive or frequent. Like, sure, every one of them had Bond lock himself in somewhere with the girl, but at least the villain deaths were varied - Moonraker had the little end tags, too. It was FUN, not murder murder, murder, blood, intense pain...
  14. Unless otherwise noted, the exterior lighting is not an issue. It is intentional I wanted a Paris in Autumn warmth to the exterior, since the map was inspired by my time in Paris and my adventures in Italy. If I decide to change anything, it would be to port the entire level over to Glacier and use the morning lightbox to gain a stronger interior/exterior temperature contrast. I may do that anyway, and have a frozen version of the map just for portfolio purposes. The brain volumes are gone from the exterior, yes. as part of a major redesign to the interior. They'll be appearing in the interior to sell the lighting a little better.
  15. It's better to watch than to play, believe me. A close-quarters, one-lane mission, 5 or 6 NPC teammates with the timelessly bumpy CoD player collision is not fun at all. The whole question is "when am I allowed to shoot the middle eastern women", not "should I shoot them at all". There are no real consequences if you kill a non-combatant, it just loads a mission fail state. Same goes for the first or second mission, in London. The first thing I did was shoot the terrorists as they opened the back of their van, since they were cleary brandishing weapons in a country with strict laws against the ownership, sale, licensing, and use of weapons like the ones they had. I thought that was the challenge of the level; shoot the terrorists before they are able to carry out an attack in the middle of the city. But no, you literally cannot shoot the terrorists as they open their van, stopping them before they detonate their bomb, or you'll be accused of breaking the rules of engagement. To hamstring real soldiers with arbitrary international law bullshit is one thing, but to hamstring an action game with those same rules and without some kind of clear, narrative explanation why - like actually getting blocked by a separate van, or something, is inexcusable to me. Of course, the consequence of this is that you must slog through the Piccadilly Circus shooting all the plainclothes Arab men holding LMGs, while doing your best to not shoot the Asian women in pantsuits and the other plainclothes Arab men who don't have guns. It's absurd, and doesn't carry any weight because you are forced into it even though you have the tools to stop it. Veiled comments on the state of life and warfare in the age of international bureaucracy aside, the most interesting mission was the second-to-last one. Non-linear, stealth, with interactive environment and semi-believable AI response. Player Choice and Measurable Consequence. It's like they played the first couple missions of Halo CE and had an epiphany. Edit: I take that back - it was incredibly uncomfortable to watch, because the guy playing was deliberately going for the double tap on the corpses, even though this is totally unnecessary in any mode of the game, and puts the whole experience somewhere in the uncanny valley.
  16. More ideas based on the last few suggestions - minus the marathon logo, which was just a riff on the vertex cube
  17. someone said directional input? if you want to the do the evolution thing, maybe some kind of unfolding box could be interesting I didn't really accomplish that with these, but again, this is basically scratch paper
  18. Round 2 of WiP images - piece usage has been moderately optimized, small details have been changed here and there, and some new art is being tested out on the lone tower //
  19. Which part exactly? Because there are a couple gems in there, but I think they got buried
  20. I like my simple anvil idea, I have a few more cooking on the back burner but I won’t be able to devote time to them until later today
  21. Nowhere near final or clean, but here’s an idea
  22. That’s really interesting, I didn’t know that that was the use in German - but it definitely could explain why that’s the way it’s used in English too, and why so many people view philosophy as either an ever-changing entity and/or as something useless. I wouldn’t stop using the word altogether, though, it just isn’t 100% appropriate terminology. It can be used as a tenuous placeholder for something like “system of evaluation”, which is similar to the ‘design philosophy’ buzzphrase, so I get why it has stuck.
  23. You're definitely on to something about interpreting information, but philosophy encompasses both the obtaining and interpreting of information, not just one. Your method of thought affects not only how you interpret what you take in, but also which things you pay attention to. Your philosophy, essentially, effects not only the way you process input, but also the way that you seek out and filter the input - and it's through the processing of that input that you can obtain knowledge and develop principles. And standards! That doesn't mean that the core of your thinking is different. If it is, then you will run into trouble. It's a sloppy and limited way of using the word. I'm still on topic, because you asked how much value is placed on map learning, as it relates to the use of cinematic intro cameras. You need philosophy in order to determine where, what, and how to value anything, and most especially in a particular context. If that context is a singleplayer campaign and how to give a player with a particular arsenal and abilities a progressively building challenge, as well as an interesting story, then you have to determine what things are most valuable for meeting that standard. Anyway, if showing off the map ahead of time in a cinematic flythrough has any demonstrably negative effects on gameplay, then it should totally be nixed. If not, then there's really no point in axing it. If it adds something that doesn't break the experience, then why not?