lans
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- May 13, 2004
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This is my opinion, entirely:
How many of you really thought that the shadowing/lighting done by the engine really helped to create a scary world or affect the gameplay? I mean personally I never encountered a momment where the shadows gave in my position to the enemy A.I. or I spot their shadows before actually seeing them.
So how did they affect the gameplay? - I mean sure they made the game look pretty - but their implementation to affect gameplay in the SP was hardly noticeable except when lights flickered and a enemy didn't spwan (like zombies) - and the MP well did use them more effectively - but the MP itself failed to impress.
That one scene that showed a imps shadow climbing in the alpha lab sequence was the only that really made use of the shadowing system to create a supposedly scary scene - but surely you could script such a sequence and define the shadows on the wall even without a unified shadowing system (unless a imp actually did it in real-time casting it's shadow which would be cool - but then you couldn't see the imp doing it in real time itself)
*Please correct me if I'm wrong with the statement, I'm not a very technical person.
Also, another point - what was the point of adding ragdoll physics and per-pixel hit detection in the game when the bodies just disintegrated or gibbed? The ragdolls are fun to see after you've killed someone - but most of the time the bodies just vanished, and the so-called radical "per-pixel hit detection", which id boasted about - was it really that special? I mean the A.I. was stupid enough that you wouldn't be stupid enough to miss their body anyway and shoot between legs or arms and adavnced hit-boxes could just do the job well enough, and with decals.
*I'm not considering the "no-gibbing mod" here, as the final game is the thing that shows id's actual vision.
Think about it.
How many of you really thought that the shadowing/lighting done by the engine really helped to create a scary world or affect the gameplay? I mean personally I never encountered a momment where the shadows gave in my position to the enemy A.I. or I spot their shadows before actually seeing them.
So how did they affect the gameplay? - I mean sure they made the game look pretty - but their implementation to affect gameplay in the SP was hardly noticeable except when lights flickered and a enemy didn't spwan (like zombies) - and the MP well did use them more effectively - but the MP itself failed to impress.
That one scene that showed a imps shadow climbing in the alpha lab sequence was the only that really made use of the shadowing system to create a supposedly scary scene - but surely you could script such a sequence and define the shadows on the wall even without a unified shadowing system (unless a imp actually did it in real-time casting it's shadow which would be cool - but then you couldn't see the imp doing it in real time itself)
*Please correct me if I'm wrong with the statement, I'm not a very technical person.
Also, another point - what was the point of adding ragdoll physics and per-pixel hit detection in the game when the bodies just disintegrated or gibbed? The ragdolls are fun to see after you've killed someone - but most of the time the bodies just vanished, and the so-called radical "per-pixel hit detection", which id boasted about - was it really that special? I mean the A.I. was stupid enough that you wouldn't be stupid enough to miss their body anyway and shoot between legs or arms and adavnced hit-boxes could just do the job well enough, and with decals.
*I'm not considering the "no-gibbing mod" here, as the final game is the thing that shows id's actual vision.
Think about it.