Ion Fury "formerly Ion Maiden, launching August 15!"
#2252 Posted 22 January 2019 - 09:13 PM
This post has been edited by Hank: 22 January 2019 - 09:14 PM
#2253 Posted 22 January 2019 - 09:53 PM
Man, seeing the tagline from the DNF "announcement" trailer brought back so many bad memories.
This post has been edited by Zaxx: 22 January 2019 - 09:53 PM
#2254 Posted 22 January 2019 - 10:09 PM
Is Ion Maiden going to come out on MacOS before release?
#2256 Posted 23 January 2019 - 12:37 AM
#2257 Posted 23 January 2019 - 05:06 AM
Hank, on 22 January 2019 - 09:13 PM, said:
Or GOG.
#2258 Posted 23 January 2019 - 05:22 AM
This post has been edited by NightFright: 23 January 2019 - 05:23 AM
#2259 Posted 23 January 2019 - 06:07 AM
This post has been edited by Mark: 23 January 2019 - 06:10 AM
#2260 Posted 23 January 2019 - 07:13 AM
This post has been edited by MusicallyInspired: 23 January 2019 - 07:13 AM
#2261 Posted 23 January 2019 - 07:16 AM
MusicallyInspired, on 23 January 2019 - 07:13 AM, said:
Even then, the release of Megaton Edition seems to have pulled some new blood into mapping. Shame it was killed the way it was.
OnT: The new map is amazing - didn't have the time to properly finish it yesterday but what I played was really cool (as expected).
#2262 Posted 23 January 2019 - 09:28 AM
Moreover performance was excellent. Played at 144 fps and performance never dropped...
#2263 Posted 23 January 2019 - 09:45 AM
Will it be part of the final release or not? Or will it be a longer mission? I thought it was pretty short for it's own zone (out of the 7 I guess).
I haven't checked but are these new monsters added to the Queen of the Hill game?
And of course the autistic question. Who designed this map? Oasiz?
#2264 Posted 23 January 2019 - 09:53 AM
Nancsi, on 23 January 2019 - 09:45 AM, said:
The map provided is one piece of one zone, with some tweaks so it stands alone.
Nancsi, on 23 January 2019 - 09:45 AM, said:
Basic blockout was by Vitaliy (DNV) before he had to leave the team, and since then it has been handled by Corentin (MetHy).
#2265 Posted 23 January 2019 - 09:56 AM
This post has been edited by Nancsi: 23 January 2019 - 09:57 AM
#2266 Posted 23 January 2019 - 11:54 AM
Although I have to add that the map in this case did receive quite a bit of work after they got handed over, What you see in HHH was about a bit over halfway done. Usually polishing things to be playable/nice takes a ton of extra time. Both Methy and DNV did a stellar job!
I had a direct hand in the jukebox/bowling parts only, along with some work on the skybox as you go down the elevator, maybe some other misc things too as I tend to jump around as an effects consultant. Bowling alley was actually done in 2015 already but never used until now.
Plus any feedback along the way.
My map in preview was the office sections (everything after blue key-lock until level change), you will know the rest when you see it. Silly amounts of SOS is usually a good tell
I do have a part elsewhere too and I tend to go and change/tweak few odd things here and there across maps when needed.
Again, a lot of effect rigging / prototyping / feedback as I have a kind of a "lead" role.
#2267 Posted 23 January 2019 - 12:46 PM
Mark, on 23 January 2019 - 06:07 AM, said:
Ion Maiden has been designed from the ground-up to be modded, and you can pull off some incredibly sophisticated effects without any new coding.
It also has a very extensible and versatile tile set which allows for a large variety of environments to be created, and the many alt pals enhance this further.
What can you build with WGR2? Some medieval stuff? A bit of natural terrain? It’s a drop in the ocean compared to the number of environments you can do in Ion Maiden. I once tried building a map for Duke Forces (an outdoor one), and I very quickly realised that the tile set was nowhere near sufficient to do what I wanted.
The high-red projects you mentioned wouldn’t have done much for mapping as the textures are not as general-purpose as low-res counterparts. Grass can only be grass as opposed to green carpet etc.
#2268 Posted 23 January 2019 - 03:00 PM
This post has been edited by Mike Norvak: 23 January 2019 - 03:12 PM
#2269 Posted 23 January 2019 - 03:25 PM
This post has been edited by Mark: 23 January 2019 - 03:28 PM
#2270 Posted 23 January 2019 - 07:51 PM
Finally, I'm sure Ion Maiden will have excellent documentation, both in terms of manuals and in-game help.
#2271 Posted 23 January 2019 - 08:30 PM
killed everything & 6/8 secrets
there are a few minor decoration issues - like floating bloody footprints and some faux deco long black and steel window on the wall, opposite the posters, & next to the very first elevator at the beginning of the map that clipped in and out of the wall.
Nice lighting/shading and decoration. Good texture set. Well constructed and a smooth, logical layout. Somebody likes sos/ror.
I understand it's a show-piece for more weapons and enemy demonstrations, but the amount of firepower (ammo) was a bit over the top. Not difficult or challenging, but still enjoyable enough.
#2272 Posted 23 January 2019 - 11:31 PM
#2273 Posted 23 January 2019 - 11:51 PM
This post has been edited by Jblade: 23 January 2019 - 11:51 PM
#2274 Posted 23 January 2019 - 11:59 PM
Forge, on 23 January 2019 - 08:30 PM, said:
SoS is a love/hate relationship. Mostly you love the stuff but you hate yourself for wanting to work with it.
Nancsi, on 23 January 2019 - 09:45 AM, said:
It's a tough situation where, even for some of the devs, it's become impossible to tell who between Vita and I did what in some places. I'm not sure everybody would be able to be in this situation as it demands to park your ego.
Since I'm sure Vita would hate to see people think I'm to be given credit for something he did, and vice versa, I wish I could provide a thorough answer someday... but even then it's not that simple.
All I can say for now is that there are varying degrees of my involvement depending on what you're talking about in the map, but I've been involved in everything if only at least for a little bit, even regarding the basic layout and progression that I changed, or the basic architecture that I made wider and bigger in most indoor places. The exceptions being the things Oasiz mentionned (anything above the glass in the small skybox at the end and the jukebox which is all his, as well as the bowling alley that I took from an old concept map of his and that I rigged).
So in short, if you thought it was complicated to tell who did what in the Preview Campaign, it's even more complicated here. The lesson is that in a commercial game credit isn't as simple as in a map, in fact, I believe there are many things we don't know about in other Build games that we'd tend to attribute to some specific mappers.
This post has been edited by MetHy: 24 January 2019 - 01:37 AM
#2275 Posted 24 January 2019 - 05:23 AM
MetHy, on 23 January 2019 - 11:59 PM, said:
SoS is a love/hate relationship. Mostly you love the stuff but you hate yourself for wanting to work with it.
It's a tough situation where, even for some of the devs, it's become impossible to tell who between Vita and I did what in some places. I'm not sure everybody would be able to be in this situation as it demands to park your ego.
Since I'm sure Vita would hate to see people think I'm to be given credit for something he did, and vice versa, I wish I could provide a thorough answer someday... but even then it's not that simple.
All I can say for now is that there are varying degrees of my involvement depending on what you're talking about in the map, but I've been involved in everything if only at least for a little bit, even regarding the basic layout and progression that I changed, or the basic architecture that I made wider and bigger in most indoor places. The exceptions being the things Oasiz mentionned (anything above the glass in the small skybox at the end and the jukebox which is all his, as well as the bowling alley that I took from an old concept map of his and that I rigged).
So in short, if you thought it was complicated to tell who did what in the Preview Campaign, it's even more complicated here. The lesson is that in a commercial game credit isn't as simple as in a map, in fact, I believe there are many things we don't know about in other Build games that we'd tend to attribute to some specific mappers.
No, it wasn't complicated at all in the preview. Everybody did their segment in their own style. It was a bit tricky here, because 2 of you were working on it. I think you two will be credited like Tom Hall and Sandy Petersen, as one started, and one finished it.
I still hope we can see some distinct segments of mappers in the final game, like in the Preview. Using ideas from others like a small bowling area is fine, but sizable segments should keep their distinct style.
This post has been edited by Nancsi: 24 January 2019 - 05:24 AM
#2276 Posted 24 January 2019 - 06:20 AM
#2277 Posted 24 January 2019 - 07:53 AM
Jblade, on 23 January 2019 - 11:51 PM, said:
there's one thing I didn't quite figure out.
holding the alt-weapon mode key while using the loverboy pistol
Shelly puts her hand on the hammer like she's going to go old-school western 6-shooter with it, but I never could get it to fire.
also:
Could have been me because holding that key while walking around is a bit awkward, but the movement seemed a bit sluggish or slowed down.
#2279 Posted 24 January 2019 - 10:56 AM
Zaxx, on 22 January 2019 - 09:53 PM, said:
Man, seeing the tagline from the DNF "announcement" trailer brought back so many bad memories.
So you're saying you want this to be called "Ion Maiden Forever"?
#2280 Posted 24 January 2019 - 12:57 PM
Master O, on 24 January 2019 - 10:56 AM, said:
No but I'm hoping for a secret boss called Duke Nukem Forever. It's going to be a twisted, perverted version of Duke voiced by a drunk Jon St. John, he'll throw his own shit at you as a ranged attack and piss on you for melee but he won't be a tough opponent because in the middle of the fight he'll just bug out and commit suicide.
It's gonna be like Robocop 2 in Robocop 2:
This post has been edited by Zaxx: 24 January 2019 - 01:01 PM