Aftermath- your thoughts?

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Aftermath- your thoughts?

Postby jgoodroad on Sat Jul 10, 2010 3:09 am

so my mate chap1400 is making a SP mod, I think it is ok myself but I wanted to get your opinion on his work.

http://www.moddb.com/mods/aftermath4





my personal favorite bit (so far)
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Re: Aftermath- your thoughts?

Postby Phott on Sat Jul 10, 2010 3:29 am

That last one doesn't make sense, why the hell would he move that cinder block? It would make more sense if it was something useful like a weapon or a health kit, even so that's a bloody over kill on the headcrabs.
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Re: Aftermath- your thoughts?

Postby jgoodroad on Sat Jul 10, 2010 3:31 am

Phott wrote:That last one doesn't make sense, why the hell would he move that cinder block? It would make more sense if it was something useful like a weapon or a health kit, even so that's a bloody over kill on the headcrabs.


...I know I would move the block...there is a shiny light behind it.
but I agree... headcrab overkill
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Re: Aftermath- your thoughts?

Postby Phott on Sat Jul 10, 2010 3:34 am

I usually don't move blocks because there's light behind them, the brush work is pretty good but there's not much else than that, the mood isn't that bad either.
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Re: Aftermath- your thoughts?

Postby jgoodroad on Sat Jul 10, 2010 3:49 am

Phott wrote:I usually don't move blocks because there's light behind them, the brush work is pretty good but there's not much else than that, the mood isn't that bad either.


bah, it's just me I guess,
I like shiny lights.
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Re: Aftermath- your thoughts?

Postby Ark11 on Sat Jul 10, 2010 4:12 am

The lighting is unoriginal. Add some different lighting or colour correction. Colour correction would give your friend the title, "Mega-pro"
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Re: Aftermath- your thoughts?

Postby Duke Nukem on Sat Jul 10, 2010 12:12 pm

my first thought just stretches through watching all videos: there is too much flashlight-action!!! if he wants people to see on what he has spent a lot of his time, then he should use more lights and like Ark11 said, more original lighting...
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Re: Aftermath- your thoughts?

Postby jgoodroad on Sun Jul 11, 2010 2:32 am

this surprised me, the improvement is astounding

discuss?
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Re: Aftermath- your thoughts?

Postby Pink Panther on Sun Jul 11, 2010 5:42 am

If I can be brutally honest, it was underwhelming at best. The first video I was expecting something to jump the player the whole time, only to be let down. I got kind of interested at the brick wall with the dead rebel behind it, but had to wonder how it got there and what the point of it was.

It's also just bland, it looks like something out of a Zombie Mod CS:S server. It does have good atmosphere and logical(ish) buildings (outside, anyways), but right now there's not much else to show besides some really gloomy apartment hallways, some even gloomier sewers, and a lot of gray.
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Re: Aftermath- your thoughts?

Postby Text_Fish on Sun Jul 11, 2010 7:12 am

jgoodroad wrote:this surprised me, the improvement is astounding

discuss?


It is a big improvement. The initial videos were all just a bit boring game-play wise, whereas something actually seems to happen in this one. Could do with making a bit more out of the plank breaking moment though. Music could kick in and the sound of approaching fast zombies should be heard whilst picking off the slower ones.

In future the person playing in the video doesn't need to go and shine his flashlight in to every single corner, because it makes it quite a boring thing to watch.

Oh, and the doorway of the first building you go in to is a bit funny. It looks as if there are double doors that have been knocked down, but the hole looks the size of a single door?
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Lighting: The arrangement, hue and intensity of one or multiple light sources.
Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
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Re: Aftermath- your thoughts?

Postby Mr-Jigsaw on Sun Jul 11, 2010 7:27 am

Text_Fish wrote:In future the person playing in the video doesn't need to go and shine his flashlight in to every single corner, because it makes it quite a boring thing to watch.


Plus, level designers really need to stop playing their levels to show off every tiny little thing they did, it's masturbatory. Instead, play it like a real player would. Only look in places a player might, don't go down obvious dead-ends to show all the little physics props you placed, just look in places where attention is meant to be drawn, and don't whack every prop with your crowbar for no reason

But more importantly, the way the box stacking puzzle was built made it possible for the player to trap themselves without a way out, should all the crates be broken. This breaks one of the cardinal rules of game design: Never let the player get themselves into a situation where loading a previous save is the only option, there must always be a way out.
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