Woo, I was worried after our bad showing against Kedinik's team, but JustCheese League persevered and we're in the finals.
0
Options
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
The four leading maps for elimination are Shattered Temple, Metalopolis, Tal'Darim Altar, and Entombed Valley.
Currently I veto all of those except Shattered Temple, and if one of them is gone I'll be able to veto them all.
0
Options
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited March 2012
I kind of want to see Shakuras gone, too. Its pretty imbalanced in competitive play and removing it from ladder would give a lot of momentum to removing it from tournaments too.
So unless I read that wrong, it's favored for terran? That makes sense to me. Dropping on the high ground to attack the third. The big main for plenty of drops. Not to mention terran seems to have an easier time controlling the center with tanks and such. I can't even explain why, it just feels that way to me.
0
Options
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Its hugely favoured for Terran in TvZ and TvP, and slightly favoured for Zerg in ZvP due to the difficulty of approaching the third without being flanked.
0
Options
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Terran drops me, takes a late expo. I get a runby in and kill his eco. And then the BM commences (nothing too extreme, just a lot of blaming zerg imba for losing).
Terran drops me, takes a late expo. I get a runby in and kill his eco. And then the BM commences (nothing too extreme, just a lot of blaming zerg imba for losing).
My life is a joke. Joe was trying to help me resolve my FPS issues and I said "My Internet connection isn't an issue". Not one second later my Internet went down.
Playoffs are Professional Photon Cyclists vs JustCheese League and Jailyard vs ProxyTossGirl. Turn in your map assignments ASAP!
I am inclined to make the competitive week run from Sunday the 18th to Saturday the 24th, to give people a little more time to prepare but also to make it the case that the default time (Saturday 2-4) is at the end of the week, so if you can't organize any other time, everybody shows up for the default time, and we play the games. Let me know how you feel about this (captains)!
My spreadsheet shows that there is an ace match owed between Photon Cyclists and Proxy Tossgirls. Has this taken place? Give me updates!
About a month of work using only the assets provided by UDK. Well, my voice for the announcer, but everything else provided by the engine. Not bad for someone who doesn't want to design levels for a living.
Edit: Wow, I forgot that I uploaded my first attempt at a UDK level from last year. What a difference a year makes.
I didn't care for Dover's map. The visuals were bland, and the textures too busy and non-distinct. You walked through several doors before I was able to identify they were doors. There was not enough visual information regarding the switch puzzle; you can figure it out via brute force eventually, but it's not clear at a glance what you're supposed to be doing and why. I do appreciate the three areas being slightly distinct. However, you then deny the player the payoff of promised weapons, and proceed to an odd jumping/vehicle/box puzzle thing that was completely nonsensical; how is one supposed to innately know that you can shoot the boxes, when they look like any other static wall? Additionally, why use the car for the jump instead of the flying machine?
It's a decent student project, and shows off some great modeling, sound and atmospheric skills, but as far as gameplay design, it was a jumble of random, unexplained elements. You can handwave this away as a student project, yes, but the information design, accessibility, and logic of a game world will have a far longer and stronger reaction on a player than pretty visuals and explosions.
Compare Narbacular Drop to Portal. Once is a cool jumble of level ideas that play with a unique mechanic, the other is a stunning masterpiece of information design and concept training. Those are the skills you want to be improving; those are the skills that make you one of the greats.
Sorry Dover. I hope it doesn't come off as mean as it sounds.
I didn't care for Dover's map. The visuals were bland, and the textures too busy and non-distinct. You walked through several doors before I was able to identify they were doors. There was not enough visual information regarding the switch puzzle; you can figure it out via brute force eventually, but it's not clear at a glance what you're supposed to be doing and why. I do appreciate the three areas being slightly distinct. However, you then deny the player the payoff of promised weapons, and proceed to an odd jumping/vehicle/box puzzle thing that was completely nonsensical; how is one supposed to innately know that you can shoot the boxes, when they look like any other static wall? Additionally, why use the car for the jump instead of the flying machine?
It's a decent student project, and shows off some great modeling, sound and atmospheric skills, but as far as gameplay design, it was a jumble of random, unexplained elements. You can handwave this away as a student project, yes, but the information design, accessibility, and logic of a game world will have a far longer and stronger reaction on a player than pretty visuals and explosions.
Compare Narbacular Drop to Portal. Once is a cool jumble of level ideas that play with a unique mechanic, the other is a stunning masterpiece of information design and concept training. Those are the skills you want to be improving; those are the skills that make you one of the greats.
Sorry Dover. I hope it doesn't come off as mean as it sounds.
Ouch! >.<
You make quite a few good points. The models and textures were all UDK and had nothing to do with me. In fact, the only thing I was working on was the level design!
I did deny the player's weapons because the initial build was to have a AI bot battle instead of the hanger/jump area. I wanted the player to have to duck and dodge before getting a weapon and extracting revenge. Due to my inability to grasp AI programming in time, I had to trash the idea. Plus I like it when the player has no weapons. Screw 'em!
You're right about the brute force on the puzzle. I hate flying cameras revealing clues and shit, way to hand holding for me. Sadly, this was the result of several non-gamers playtesting it and observing how they perceived the puzzle. You should have seen the lights and stuff before this version. Also, because I needed the player to see the gate explode, I had to force them to come out that door way so to see the event. Definitely could have been done better though.
As for the end, there was no way out of the area with the hovercraft without blowing up the boxes. There's also a "press mouse button to fire" prompt. I also made it so that you couldn't fit the ship into the hallway, so the player was forced into trying something else. The buggy was visible through the stairs and bathed in yellow to make it stand out amongst the blue backdrop. Being a nice guy, I removed the "self-destruct" timer I was thinking about adding in the end.
In any event, I told my classmates and professor that this would be something I'd hand off to artists, animators, and designers to tweak into a full, final level. Again, I'm not into level design as much as managing or mechanics.
Houn, Y U No love me?!
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Posts
Currently I veto all of those except Shattered Temple, and if one of them is gone I'll be able to veto them all.
I'm guessing Zergs are voting Shattered, Terrans Metal, and Protoss TDA.
TvZ 525-469 52.8%
ZvP 468-434 51.9%
PvT 402-517 43.7%
So unless I read that wrong, it's favored for terran? That makes sense to me. Dropping on the high ground to attack the third. The big main for plenty of drops. Not to mention terran seems to have an easier time controlling the center with tanks and such. I can't even explain why, it just feels that way to me.
TDA is actually a map I like to play PvZ on. But I'd want it gone for PvP alone.
Where do I vote for that?
Flamma inferno
Igne cutis
QEDMF xbl: PantsB G+
I am going to read this shortly, thanks!
http://drop.sc/133455
that was hillarious...
Joe's Stream.
http://drop.sc/133461
wat
it was actually close air idk what drop.sc's thinking...
Steam ID
You must impart your wisdom onto us (but mainly me).
Edit: Woh woh woh, wait a minute. Demuslim doesn't send his workers to mine until 8 seconds in.
This completely deligitimizes the replay, you fraud.
true/false?
Playoffs are Professional Photon Cyclists vs JustCheese League and Jailyard vs ProxyTossGirl. Turn in your map assignments ASAP!
I am inclined to make the competitive week run from Sunday the 18th to Saturday the 24th, to give people a little more time to prepare but also to make it the case that the default time (Saturday 2-4) is at the end of the week, so if you can't organize any other time, everybody shows up for the default time, and we play the games. Let me know how you feel about this (captains)!
My spreadsheet shows that there is an ace match owed between Photon Cyclists and Proxy Tossgirls. Has this taken place? Give me updates!
@mmmig @variable @meeks @kedinik
WHY HAS THE COWARDLY MMMIG NOT SENT SOMEONE FORWARD
yeh, he tried to pull that shit in the first week too.
sandbags down a tier, and then doesnt want the final nail driven in the coffin.
someone's waiting to bounce on his goomba head.
Joe's Stream.
Steam ID
http://www.twitch.tv/enderwiggnz/b/310865563
Joe's Stream.
It's a decent student project, and shows off some great modeling, sound and atmospheric skills, but as far as gameplay design, it was a jumble of random, unexplained elements. You can handwave this away as a student project, yes, but the information design, accessibility, and logic of a game world will have a far longer and stronger reaction on a player than pretty visuals and explosions.
Compare Narbacular Drop to Portal. Once is a cool jumble of level ideas that play with a unique mechanic, the other is a stunning masterpiece of information design and concept training. Those are the skills you want to be improving; those are the skills that make you one of the greats.
Sorry Dover. I hope it doesn't come off as mean as it sounds.
Ouch! >.<
I did deny the player's weapons because the initial build was to have a AI bot battle instead of the hanger/jump area. I wanted the player to have to duck and dodge before getting a weapon and extracting revenge. Due to my inability to grasp AI programming in time, I had to trash the idea. Plus I like it when the player has no weapons. Screw 'em!
You're right about the brute force on the puzzle. I hate flying cameras revealing clues and shit, way to hand holding for me. Sadly, this was the result of several non-gamers playtesting it and observing how they perceived the puzzle. You should have seen the lights and stuff before this version. Also, because I needed the player to see the gate explode, I had to force them to come out that door way so to see the event. Definitely could have been done better though.
As for the end, there was no way out of the area with the hovercraft without blowing up the boxes. There's also a "press mouse button to fire" prompt. I also made it so that you couldn't fit the ship into the hallway, so the player was forced into trying something else. The buggy was visible through the stairs and bathed in yellow to make it stand out amongst the blue backdrop. Being a nice guy, I removed the "self-destruct" timer I was thinking about adding in the end.
In any event, I told my classmates and professor that this would be something I'd hand off to artists, animators, and designers to tweak into a full, final level. Again, I'm not into level design as much as managing or mechanics.
Houn, Y U No love me?!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
http://www.youtube.com/watch?v=l8kC0yXEveU&feature=colike