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fishy

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About fishy

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    Mapping underwater is a bit hard, the mouse moves a lot slower!
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  1. CS1.6, CSS and CSGO are right now all alive and well on community servers and you don't see them spamming everywhere for valve to help them.
  2. not the best but not the worst, and still somehow a lot better than before. finally found stable employment and that shit cleared my head in a trillion ways i couldn't see before.
  3. nothing that picks up any single story beat from eternal because the story on that game is complete trash. thank god dark ages will be a prequel to it.
  4. i like doom ofc, budokai tenkaichi 3, csgo, left 4 dead has masterful sounds too, pes 2006 also had great sounds and great music, then you have stuff like black on ps2, ofc the mario games can't go wrong with mario, etc.
  5. that's not a bad thing though, eternal is clunky as shit in a ton of aspects
  6. the problem with n64 multiplayer games is that there's like 2 or 3 total, it has a really poor game library.
  7. from the conversations i was able to have with friends a lot of them are actually bothered by the style of the game and i'm like how the fuck is anyone bothered by the style if this looks cool as hell?
  8. i wouldn't count on it. they promised mod support for eternal and guess where that went lol
  9. which is funny because that's what doom 4 was going to be. i really want that game to be finished someday.
  10. i think the next game should have some sort of coop mode like left 4 dead
  11. as long as it's not writter by whoever did eternal and the ancient gods it's gonna be a good fun time.
  12. I like making maps that loop into themselves or that continually open up previously visited areas, or areas that you can see at one point then visit at some other point. My maps mostly consist on tight areas followed by larger more open portions that intertwine with eachother often through windows or shortcuts. The other big thing I do is I always try to work in a new type of gimmick into my maps. For this one the idea is turning the power on like in cod zombies and switches that correspond to things that aren't tied to a key, signaled with other textures I find cool. I think my biggest mistake is that my maps are way too non-linear to the point where it's confusing when they're put together with more linear maps in a wad. What i've been working on these past few weeks is based on scraps from maps i've discarded some time ago and heavy retooling of them . A good 90% of the geometry shown here is completely new. In this one I try to break away from the non-linearity that makes my stuff not as enjoyable as other types of maps.
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