Let's Be Real, Score Matters.
#1
Posté 29 mai 2014 - 12:15
- Ghost Of N7_SP3CTR3, Prestacious et Ghostknife72 aiment ceci
#3
Posté 29 mai 2014 - 05:06
Then why Condor?
I had fun making it? And a challenge can be fun.
- Ghost Of N7_SP3CTR3 et Marksmad is waving goodbye aiment ceci
#4
Posté 29 mai 2014 - 05:32
You redesigned white as well right? Who did Goddess?
That would be me too.
- Mindlog et DragonRacer aiment ceci
#5
Posté 29 mai 2014 - 07:51
Soooo... Both my favorite and my least favorite maps were done by the same guy? Uh... That... Makes me feel weird.
Although I suspect Condor wouldn't be nearly as bad if it wasn't for all the glitchiness...
It's not quite as simple as that. There have been iterations of Condor's layout prior to me taking it on, and a few other designers have made some small alterations after I did a lot of Goddess' layout. The levels also favour different play styles, so they weren't made with the same goals in mind beyond the high level goals of being playable and having places for objectives.
And then there's the artists who make our blocky basic geometry look like fantastic things, and there are some adjustment considerations there to facilitate art in a few spots, though we're stricter on geometry staying the same for multiplayer than we were on singleplayer.
I find Condor's ammo situation regrettable, I wish I'd caught that before it went out. It's proven to make that level more challenging.
- DragonRacer aime ceci
#6
Posté 29 mai 2014 - 08:43
I'd venture a guess and say that it might have something to do with that level's structure containing terrain, something that other levels avoid. It was a difficult level to optimize, I remember that at least. Beyond that the issues you're seeing are likely not directly tied to any particular level asset or setup, but things that happen through loading/streaming out of order, or the like. Stuff like that is the worst to try and pin down.
- Grim68 et Deerber aiment ceci
#7
Posté 29 mai 2014 - 09:08
Hazard Reactor doesn't have the 'waiting for other players' issue.. but it has the same invisible enemies/teammates issues just as much as Condor in my experience. Do they have anything in common from a design standpoint?
Also.. I feel I should mention that the sky on Condor is my favorite backdrop in the game. It looks/feels like the Reaper war moreso than any other map in the game.. I love the elevation changes too. I don't find it a particularly difficult map to play, and all this time I thought the ammo boxes were that way by design.. as if to represent a worn torn area where ammo was low due to being in a prolonged firefight.
They're both probably heavy on memory cost, but it's honestly anyone's guess without some proper investigation. And I'll take the ammo box because of the war being less full thing. Yeah, totally did that on purpose. ![]()
- DragonRacer, Deerber, crashsuit et 5 autres aiment ceci
#9
Posté 30 mai 2014 - 04:07
I agree that, technical hiccups like waiting for other players aside, Condor is actually a pretty cool map.
Also, while you're is popping in and outta this thread, I just want to say thanks to Jos Hendriks for the FB White redesign. I didn't even dislike it because of people overplaying it or camping, I just legitimately find it a lot more fun now that it is more open and you and the enemy both have more options. You took one of my least favorite maps in the game and made it into one of my favorites, nice work!
OT: winning the game as a team and having fun are all that matters.
Aw, thank you! I'm glad you're enjoying White's changes.
#10
Posté 30 mai 2014 - 04:35
Agree that changes were good although must be careful about going into Krogan rage mode on White Hazzard .....
I agree, Krogans must drive much slower in White Hazard, especially when they get road rage.
- DragonRacer aime ceci





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