AMC TC episode 3 development stuff "check for vids and pics"
#61 Posted 26 September 2016 - 03:37 AM
#62 Posted 26 September 2016 - 04:00 AM
Micky C, on 26 September 2016 - 03:37 AM, said:
It looks a bit like the part right before the end of a level of WGR, right before "CyberDemon City".
3000 revisions !? Now I understand why the game's so good, feels like today's games have less than that >_>
#63 Posted 26 September 2016 - 04:37 AM
Don't get too excited, the rest of the level doesn't look as good
#64 Posted 26 September 2016 - 06:37 AM
Micky C, on 26 September 2016 - 04:37 AM, said:
So this means that what we see in the picture is a wizardry of yours ^_-
#66 Posted 16 July 2017 - 04:08 AM
This post has been edited by Mike Norvak: 16 July 2017 - 04:08 AM
#67 Posted 16 July 2017 - 04:19 AM
This sort of texture set is very underutilized and I only really saw the potential once messing around with ps/ex.
Egyptian/ruins are excellent for 90s FPS style traps and layouts.
#68 Posted 16 July 2017 - 05:28 AM
Mike Norvak, on 16 July 2017 - 04:08 AM, said:
Thanks. That part of the map is exactly 2 weeks away from its 4th anniversary
oasiz, on 16 July 2017 - 04:19 AM, said:
This sort of texture set is very underutilized and I only really saw the potential once messing around with ps/ex.
Egyptian/ruins are excellent for 90s FPS style traps and layouts.
There's a wee bit more where that comes from
#69 Posted 16 July 2017 - 09:22 AM
Looks definitely nice, it kinda reminds me of the Outpost X mod (first level of the two) with the very open design. Sounds like after a bit of SW vibe in Ep2 we're going to have a bigger vibe of Exhumed in Ep3 (I prefer that over SW personally but anyway) ...
Also it looks like there will be even better skyboxes than in Ep2, especially when I see those clouds and huge statues in the background ! Also nice to see that HUDs will now show whenever Heat Sinks are usable (at least for Micky and I suppose Mikko will have an equivalent), speaking of which I can't wait to see the new HUDs !
Only "complain" (with huge quotation marks) is the fact that, IMO, Micky and Snowfall's digits in their HUDs kinda look the same in their placement and style, just the font being different, but apart from that I'm still getting hyped up by what I see
#70 Posted 16 July 2017 - 10:08 AM
#71 Posted 16 July 2017 - 10:20 AM
Jblade, on 16 July 2017 - 10:08 AM, said:
It is not the Helmet effect that "bothers", with huge quotation marks, me, I actually like the helmet effect since it matches Micky's 3rd person sprite without obstructing the field of vision, it's the digits for ammo, health and the rest of it that """bothers""" me. It's the digits that look too similar to each IMO, the helmets however are no problem in the slightest >_>
Also since you mention it it's nice that you give the possibility to disable the helmet's effect however in the case of Micky will this put the older HUD back into use or will it just be the digits with nothing around ?
#73 Posted 09 March 2018 - 10:02 AM
Is this from Aqua map series?
#74 Posted 09 March 2018 - 10:07 AM
Also an iron sight for the FAL O_o ? I totally FALL for that (pun pun lol lol) ^^
I also saw your new video on the ModDB page. Sounds like there has been a lot of revisiting/tweaking/reworking
#75 Posted 09 March 2018 - 12:15 PM
Sanek, on 09 March 2018 - 10:02 AM, said:
Yeah it's just literally for testing on since it was the first map I could think of that had a tram-style subway train in it.
#76 Posted 10 March 2018 - 12:45 AM
#77 Posted 10 March 2018 - 07:20 AM
#78 Posted 10 March 2018 - 08:43 AM
Jblade, on 10 March 2018 - 07:20 AM, said:
Hmm there may be a slight misunderstanding O_o
I was talking about the fire-laser, like from the Red Enforcer Gun, which is ineffective against both heavy armor and supernatural. And in the current state of things the red laser (like in Geoffrey's pistol) IS effective against supernatural targets and armor (but does less damage than green like you said ...
Does that mean there's a mistake somewhere ? Or maybe you already changed the red laser. I was asking for the red fire-laser because the other 3 were effective against supernatural enemies so, to me, it sounded weird that this one type of laser doesn't work >_>
I actually don't see why make the red laser not work against supernatural enemies since laser is an energy based projectile IMO. Kinda hence why I ask for the fire-laser ^^
#79 Posted 10 March 2018 - 08:46 AM
#80 Posted 10 April 2018 - 07:42 AM
It doesn´t matter what you´re doing right now, just remember that your favorite AMC agent could be enjoying a relaxing bath at a SPA after a hard day at work saving the world.
#82 Posted 11 April 2018 - 04:20 AM
Rhaisher, on 10 April 2018 - 07:42 AM, said:
It doesn´t matter what you´re doing right now, just remember that your favorite AMC agent could be enjoying a relaxing bath at a SPA after a hard day at work saving the world.
Does the button on the left trigger the bubbling effect or is it for filling the tub ?
In any case a functioning spa that is triggerable woul be neat (also James' bathtub could use the ability to be filled and bubbling) ^^
#83 Posted 11 April 2018 - 05:01 AM
Mark., on 10 April 2018 - 03:53 PM, said:
Hahaha! Yeah... maybe too much relaxation.
TheDragonLiner, on Apr 11 2018, 14:23, said:
In any case a functioning spa that is triggerable woul be neat (also James' bathtub could use the ability to be filled and bubbling) ^^
One of my objectives in that area is making it as much interactable as possible, so don't discard anything
Also, I´ve never liked buttons that doesn´t do anything or cracks that aren´t explodable. This is still WIP, I will polish it as much as possible.
James is doing an amazing work, and always replies with a smile to my ideas and meanderings.
#85 Posted 13 April 2018 - 06:39 AM
Micky C, on 13 April 2018 - 02:27 AM, said:
How much of those are James?
#86 Posted 13 April 2018 - 02:21 PM
Jblade, on 09 March 2018 - 09:35 AM, said:
That´s awesome! Always wanted to see something like that in a Duke project!