bbson john
Tank
- Joined
- Feb 11, 2006
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I said "anyway", i.e. I am going to split it off further.
Still, can someone answer me?
Still, can someone answer me?
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^ When it's released (the trailer)
That's when
Finally a game which realises that looking realistic usually ends up looking like everything is covered in Glad-Wrap (ie Doom 3)
Sure is!
Game looks great. Dynamic soft-shadows, Self-Shadows, soft-particle fires, phong, better rendered water (Maybe even dynamic ripples)... Can't wait!
Am i to understand that this is entirely the Source engine? because this is a pretty big leap from anything we've seen it do, ever.
It's all in Source, it's all in-game footage with some post-processing done (like the Depth of Field stuff)
Now if only they would bump up texture quality. Still a problem for me but besides that source is looking good when it had begun to looked somewhat aged.
I wouldn't expect to see everything in game.
For instance, (and perhaps this is obvious for most) I wouldn't expect to see the sniper class grimace as he squeezes the trigger *in-game*, I wouldn't expect to see the medic snap back his rubber gloves before administering a shot *in-game*, I wouldn't expect to see the scout hold his hand to his ear when he gets radio messages *in-game* and I wouldn't expect to see the engineer idly pat his wrench in the palm of his hand *in-game*. For the last three this is possible as an idle first-person animation, but to put that much detail into the third-person anims is a lot of extra detail for what will undoubtedly result in a lot of extra chug and a lot fewer players.
One other thing that I don't think anyone has mentioned. Bundling extra games in with your primary games shows a lack of confidence in the salability of each product if sold separately. It shows they aren't that confident barebones episodes that their usual customers will buy Ep2 on its own. Imo Valve are testing the waters with Portal and TF2 and if either is a success I would expect to see them sold separately on Steam for $10-15.
I hope Valve have kept in mind the importance of optimisation (maps and models) when designing this game.
A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.Oh, come on. How likely is it that they've forgotten?
A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.
The gameplay mechanics of CSS and DODS are far different than the Hl1 orignianals. And IMO they are worse.A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.
Pfft. They're in no way "far different". Detonation mode in DODS is probably the closest we've come to "far different". The minor mechanics are the same, but the core mechanics are very much identical in the Source and 1.6 versions of Counter-Strike, and they've very similar in DOD and DOD:S.The gameplay mechanics of CSS and DODS are far different than the Hl1 orignianals. And IMO they are worse.
Pfft. They're in no way "far different". Detonation mode in DODS is probably the closest we've come to "far different". The minor mechanics are the same, but the core mechanics are very much identical in the Source and 1.6 versions of Counter-Strike, and they've very similar in DOD and DOD:S.
Also, Ernesto Guevara is spinning in his grave right now. Every wannabe two-bit antiestablishment psuedorevolutionary idolizes him and he would hate that. There are worse people to aspire to, but making him your avatar and signature isn't doing him or you any good.
Great that one of our members Spied this before it was publically released. He must have been Scouting around the site for ages looking for the short, but incredibly formed Demo of the game to come with Episode 2. It's a bit sad though, that people thought the whole thing, especially the first screenshot to come out, was Doctored, but I for one knew that VALVe is a company that would never Engineer their media to look better than it is. Ah well. It will still be a while before the game comes out, and if this is the last teaser to come for a few months we'll have to just Soldier on until the next piece of Pyrotechnic beauty.
I play a shitton of both DOD 1.3 and DOD:S. I know these things but the core gameplay is still the same. Not identical, like CS:S and CS, but very similar. Capping flags, using most of the same guns, etc. There are minor differences like weapon behaviors, etc, but the core mechanics are mostly the same. I'm not saying they're the same game, but they do play very much the same.Actually dod and dods are very different imo and dod > dods by far imo. List of what dod has that dods doesnt and vice versa.
-Melee attacks for riflemen in dod
-Bar has a bipod in dod
-Zooka class is actually useful and a focus of gameplay in obj maps in dod
-Destructable sandbags/walls that help teams in dod
-Weapons are more accurate and less recoil in dod
-Maps have grit and grime, actually look like warzones in dod
-Objective based maps are completely different in how you capture points in dod (either zooka or charge packs)
Though people argue movement speed, dod certainly has a more controlled feel to it, you do not glide like in dods but I think thats just the difference in engines. The developers of dod have stated numerous times they made the 2 games different because they wanted to go a different direction from the original. I personally do not like dods, it is not nearly as immersive as its predecessor imo, and the rifle nades are ridiculous to competetive players like myself. You have to fire them into the ground and hand toss them to be effective (unless shooting it at a really stupid player who doesnt see very well and doesnt know how to pick them up). But whatever, I hope tf2 does not try and change too much from the original in its gameplay mechanics, thats what imo ruined dods.