Let's Be Real, Score Matters.
#76
Posté 29 mai 2014 - 03:42
#77
Posté 29 mai 2014 - 03:52
#78
Posté 29 mai 2014 - 03:55
Max manifest = skill
or in some cases, time spent...
#79
Posté 29 mai 2014 - 03:57
It matters.. bc score is like a race and I want to win the race. Only rules IMO are don't nuke objective spawns and extraction.. then it doesn't matter anymore.
At least you can score in some circles...ME3 being obviously where "it's" at...
#80
Posté 29 mai 2014 - 03:58
AWESOME KOCKA...but slim was probably admiring his Todd Haley life sized cut out posted, so not sure this gives you street cred...
#81
Posté 29 mai 2014 - 03:58
#82
Posté 29 mai 2014 - 03:59
At least you can score in some circles...ME3 being obviously where "it's" at...
I like it when you win the race.. but your GI and Male Quarian Engineer spam is getting tiresome
- Deerber aime ceci
#83
Posté 29 mai 2014 - 03:59
I like it when you win the race.. but your GI and Male Quarian Engineer spam is getting tiresome
trouble in paradise!
#84
Posté 29 mai 2014 - 04:00
hard to beat the inferno nades, reegar combo.
Sounds about right for Goosh- I went TSol GPSMG and it ended on Collectors!! I think we disconnected on Wave 2 or 3 it was the easiest HS game ever.
#85
Posté 29 mai 2014 - 04:01
I like it when you win the race.. but your GI and Male Quarian Engineer spam is getting tiresome
You're just jealous cause they're cuter than you. And I'm late to the GI whack-off party, so sue me it just feels SO GOOD!!!
#86
Posté 29 mai 2014 - 04:18
your score on wave 11 is the only thing that matters, you pathetic excuse for a spectre
#87
Posté 29 mai 2014 - 04:19
and N7. That's the most important thing
#88
Posté 29 mai 2014 - 04:32
Krogan only wants the golden melee medal!
#89
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
#90
Posté 29 mai 2014 - 05:07
I had fun making it? And a challenge can be fun.
You redesigned white as well right? Who did Goddess?
#91
Posté 29 mai 2014 - 05:15
I had fun making it? And a challenge can be fun.
Sadists also have fun torturing their subjects.
The ammo thing is fine.. it's the lack of quality cover that makes it a chore. We won't even GO into how it's the map most prone for people being unable to join mid session, and most prone for having invisible enemies.
#92
Posté 29 mai 2014 - 05:20
Sadists also have fun torturing their subjects.
The ammo thing is fine.. it's the lack of quality cover that makes it a chore. We won't even GO into how it's the map most prone for people being unable to join mid session, and most prone for having invisible enemies.
I actually like "some" elements of Condor. It's different from the other maps as far as a rough vertical element, uneven terrain, etc. I mean I see things I like but mostly I hate it because of the ammo boxes being broke, part of the cover being false, and the incidence of invisible enemies/waiting for other players screen.
I understand that not all players will like certain things and diversity is what makes it appealing to a wide array of players. I would just like the map to be more functional though. I guess it's likely console cannot handle that map. Is the glitchiness on PC also?
#93
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
#94
Posté 29 mai 2014 - 07:29
Is the glitchiness on PC also?
... Don't even get me started.
That would be me too.
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...
#95
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
#96
Posté 29 mai 2014 - 08:16
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...
Condor was the first map I solo'd on and I don't really think Condor is a problem as long as there are no Primes involved. Those guys can shoot through the tiniest of cracks. ![]()
I would say visually Condor and Goddess are the best maps.
#97
Posté 29 mai 2014 - 08:16
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.
I see. Well, thanks for throwing some light on how the level design is handled, I find it very interesting! ![]()
And yes, I totally understand that different levels are supposed to encourage different kinds of play. And I actually think you guys could have gone even further in that regard.
About Condor specifically... The issues I have with it are of two kinds: the first kind is the general layout of the map with next to none effective soft cover, making the enemy very prone to snipe you across the map. I am sure this was by design, and least for a part, and was probably meant to encourage a more cautious playstyle. And I can understand it.
The problems start to arise when this is coupled with the second kind of problems, aka glitches. Ammo glitches is an obvious one, but it's not the only one. In 800 hours of playing this game, I've seen lots of other glitches happen that, obviously, take place in any map... But in none as much and as often as on Condor. Problems about Condor start even before getting off the shuttle... It's by far the map in which I'm most likely to be kept forever in the loading screen, for example. I know this because I asked friends what map it was when this happened, and most, if not all, of the answers, were Condor. Then there are silent enemies. Or silent teammates. Or invisible enemies. Or silent weapons. Or invisible teammates. Or all of the above. Or, or, or. All glitches that occur on any map... But, in my experience, occur a lot more often on Condor than in any other level. I'm not even sure it's a level design problem... More likely something to do with the netcode? No clue, I'm no tech expert. I'm not trying to blame anyone, just exposing my experience ![]()
So, when you combine these two kinds of problems... You have a map where more often than not you'll be affected by some kind of bug/glitch, when enemies can snipe you from the other side of the map before you even know they spawned, and there's no effective counter measure to this except being in hard cover all the time (and even then...). I am sorry to say that very few games I've had on Condor turned out to be positive experiences. After-change White, on the other hand... ![]()
That said, that is obviously just my experience and thoughts. They are surely very subjective and related to my playstyle. I'm sure there are other people who liked Condor too. Besides, the graphics and general art is impressively beautiful in that level. Something that adds to my sadness of it being like it is, gameplay wise ![]()
#98
Posté 29 mai 2014 - 08:26
Condor was the first map I solo'd on and I don't really think Condor is a problem as long as there are no Primes involved. Those guys can shoot through the tiniest of cracks.
I would say visually Condor and Goddess are the best maps.
I like Jade as well.
#99
Posté 29 mai 2014 - 08:32
^ Ditto on the infinite load thing. Seems like Condor is usually the culprit for some reason.
#100
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





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