Thursday, April 12, 2012

Video blog #34

[:1]facebook link
http://www.facebook.com/pages/Chris-Tay ... 548&ref=mf

!NINJA!
-Nuts + ginger-ale
-Competition - 'I Never touched your nuts!'
-cheating to replicate bugs + tall towers (trebuchets!)
-its cold in here! + gorgeous map
-destroyed crates and trees
-CT cheats the nut-machine to avoid the almonds|||Damn. I was about to post.
[EDIT:] Wow, Twisty Crafter.|||"more of those **** almonds!" lulz :lol:
What I saw:
-That map just looks beautiful. I love it.
-Lolyay for evergreen trees :D Those are looking really neat. It's different going from Supcom to KnC seeing... big trees. Wow.
-That multiplayer battle looked pretty epic.
-Man, some of that fan art was really nice. I especially loved the guy with the sword through him.
Keep up the amazing work. I am impressed. Man, it makes me wish that I worked for you guys :D
EDIT: if you don't mind CT, I think I have to quote that in my Siggy. lulz.|||Dude where's the video!?
EDIT: Nvm!
Seems Chris likes his pudding's.
Everything looked amazing again!
Keep up the good work|||Nothing too interesting. In other news, re1wind are you the same one from tf2maps.net?|||Ok, first off, water looks like **** TBH, it looks just like in supcom 2 and I hated that goddamn water. They need to change that IMO.
It also seems that they're bringing keeping the supcom 2 maps all that sidespace that is unplayable, I hope to god that wasn't what CT meant with real big maps....
Something else that disappointed me was the battle, all those towers behind the wall clearly makes it seem like you cannot have troops on your walls. And if that is the case, that will be a major disappointment to me.
Something else that bothered me was how everything was looking really stiff and slow, and I know this is really early but it just gave me bad vibes, I hope to god they can pull this game off without getting that Supcom "slow" feeling that you got all too often.
I hope the game will have some hard counters to smooth things out.
Sorry for the negativity.|||chosan|||Spooky|||I'll be a sad panda if KNC's water is like Sup2's. Vanilla SupCom has the best looking water - the new stuff looks like a mirror.|||BulletMagnet|||chosan|||Spooky|||I just watched the videoblog again, and I can confirm again that the water looks like ****, look at it when it's a little zoomed out, you can see that it looks like lines or squares on the water in the glistening pattern. As BM it looks like a mirror, it looks completely unnatural. The FA water looked way better I see nooooo reason of changing that.
Also the unplayable area on maps is just unnecessary performance loss for nothing.
EDIT: The more I look at this videoblog the game more more and more looks like supreme commander 2. Seriously, just get rid of everything that even remotely reminds of supcom 2, supcom 2 sucks, the maps look stupid and cartoony, the have this interesting design and all but you cant utilize any of it, deep abysses and cliffs and all but it's all just for decoration, just so... lifeless. Supcom FA has a way more interesting look and feel to them.
These pictures will help illustrate why that is:
Epic picture
Image
Not very epic picture
Image
Now I'm not saying that they should go back to the uninteresting flat design of supcom FA maps, just get rid of the cheesy style and look of supcom 2 maps, and get rid of the unplayable area cause it just looks weird. Like, here's a forest that were fighting in, why is it in the middle of a big wasteland, or why is every map surrounded by water or in a valley.|||chosan|||Spooky|||chosan|||Spooky|||This discussion isn't really about the video blog, is it?
@grim tuesday, yes, thats me. good ol' artpass. :p|||The square pattern over the water can also be seen in FA, depending on how the map was made. Also, I've seen the sea in real life, and it's very reflective on a sunny day. You can barely look at the water.
chosan, if you know the game is still in pre-alpha stages, then why are you criticizing the graphics?|||chosan|||Spooky|||X-Cubed|||If you play around in the map editor, you will clearly see the square water patterns in FA. The square water patterns can be seen in many custom maps.
Also, it depends on the water depth, in abyss-depth portions of the map the square pattern is obvious. But since most FA maps don't have abyss portions, the square pattern is blotted out by the seafloor. However, SupCom2 maps have far more abyss-depth parts, so it is more noticeable. That's also why ACUs can't walk underneath the water very far in many SupCom2 maps; the ACUs are actually capable of walking underwater except the seabed is abyss and thus not passable by amphibious units.|||X-Cubed|||Guys, pre-production... ;)
I do agree though, the water in FA was beautiful and it had so many settings that I spent an hour or more in the map editor to get it just as I imagined it. I think we can probably have different water, depending on the terrain of the map. Tropical islands with beaches and corals should have clear water with lots of reflections but on your average map the water should be rather opaque.
An important question is if KnC has underwater units of some kind. I could easily imagine a Kraken or seadragon. With underwater units you might want to keep the water as transparent as possible for gameplays sake.
PS: The maps look better and better now. I like the new flora and the trees. "Barrels and crates (!)" are also very welcome. Nice work GPG!

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