POV-Ray : Newsgroups : povray.off-topic : Back to the future : Re: Back to the future Server Time
10 Oct 2024 13:14:01 EDT (-0400)
  Re: Back to the future  
From: St 
Date: 7 Aug 2008 16:34:34
Message: <489b5c5a$1@news.povray.org>
"Darren New" <dne### [at] sanrrcom> wrote in message 
news:489b3f31$1@news.povray.org...
> St. wrote:
>>       True, but it can be done. I mean, I'm pretty sure that Crytek do 
>> this, and of course some of the mod teams do this too.
>
> I'm sure everyone serious does it. I'm just not sure I can visualize the 
> process. I've sat in design meetings of software, web sites, documents, 
> etc. I haven't sat in design meetings for interactive games. It seems to 
> me it might be noticably different. I'm wondering how autonomous the 
> decisions made by the people sitting in front of the level editor are, for 
> example. How much of the level is pre-planned, how much is easier to lay 
> out and then fix later if it plays poorly.

 If you had Crysis installed and played the games in the recent ICMC comp: 
http://icmc.crymod.com/ then you would get an idea of what can be done by 
amateurs. There were 20+ maps submitted, and some of them were better than 
Crytek's maps, (according to a lot of the users).

   Autonomous? You can do basically what you want with this editor. 
Obviously, you need to learn it, but Darren, if I can, you most certainly 
can. I don't know. I don't know what you're actually looking for even though 
you said it in text. You can design a whole map, and if it doesn't "play 
properly" then MAKE it play properly. You can. Want a faster LTV? (No idea 
what that stands for, it's a large jeep/hummer type vehicle), you can do it.


>
>>      If you're not making a mod, (where you introduce new elements, 
>> models, whatever), then it's basically all there for you in the editor,
>
> I'm kind of talking about how much goes on before you even sit down in 
> front of the editor.

   Well, the storyline for a start, (which I've already explained), just to 
give you some idea of what you want for the game. Is it going to be a mod? 
If so, then you have to start thinking of different folder paths that you 
will probably have to make within the main folders. Yes, there's a lot of 
messing about with this game, (as with other programs), but as always, once 
you play with it and get used to it, it becomes easier.


>
>>    I'd love somebody from here to test my map, but I don't think anyone 
>> here plays Crysis.  :o/
>
> I might if I had the video card for it.

   nV6600GT here. And it, (the original vanilla game), plays well on mostly 
medium settings for me, with a couple of high prams in-between.

 I'd love it if you could play my map, to me, it's great game-play if you 
want to sneak and snipe around, (or even hammer it with a machine gun)and 
even though there is no story as such, (which I will probably still add), 
you would find it hard to get through to the end as I've found out many 
times. It's not impossible, and I've completed it many times, but it is hard 
on 'normal' settings as apposed to 'veteren' settings, (which I haven't even 
tried yet!)

    Anyway, just get the next Crysis:Warhead game, and you'll also get the 
next version of the editor, which is either going to be v2.5 or v3.0. As I 
said to Ben, it's supposed to be optimised for lower end PC's.

 Want to licence the game? $2mill.(ish)  Heh.

   Oooo, those Yerli brothers...  :)


       ~Steve~


>
> -- 
> Darren New / San Diego, CA, USA (PST)
>  Ever notice how people in a zombie movie never already know how to
>  kill zombies? Ask 100 random people in America how to kill someone
>  who has reanimated from the dead in a secret viral weapons lab,
>  and how many do you think already know you need a head-shot?


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