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Thread: Project Aftershock

  1. #231
    walk the platypus Cagerrin's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Sel View Post
    Well you should play all of them over again, twice maybe. You obviously have very little understanding of forerunner architecture, and until you do there's nothing worth critting in this thread.
    I wish we still had the rep system, so I could say that I agree with this post without looking like an ass(more like an ass, rather) in public.
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  2. #232
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Sel View Post
    Well you should play all of them over again, twice maybe. You obviously have very little understanding of forerunner architecture, and until you do there's nothing worth critting in this thread.
    Well considering I'm actually following the angles used in the previous games and mix and matching certain aspects of previous forerunner, There shouldn't really be too much of a problem.
    I thought that creativity was something very much needed in things like this and were I to simply borrow designs straight from other games then this mod would have little to no creativity involved.
    According to you, Caggerin and Higuy, Unless I follow Your vision of what forerunner is then anything I visualise is wrong.

    It baffles the mind that someone who has never even spoken to me directly let alone know much about me would know what my vision is for the project.
    If you honestly think there is nothing to criticize in the thread then why are you still replying?

    Quote Originally Posted by Cagerrin View Post
    I wish we still had the rep system, so I could say that I agree with this post without looking like an ass(more like an ass, rather) in public.
    But why hide such a artistic talent?
    You're doing a wonderful job.
    Last edited by =sw=warlord; November 12th, 2010 at 07:46 PM.
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  3. #233
    chilango Con's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Sel View Post
    Well you should play all of them over again, twice maybe. You obviously have very little understanding of forerunner architecture, and until you do there's nothing worth critting in this thread.
    Don't even bother posting here in the first place if you're just going to post some remark like "have you even played Halo?"
    If you think there's nothing worth critting then there's simply no reason at all for you to post here. Take this to PMs if you want to discuss it further.
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  4. #234
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    Re: Project Aftershock

    Sel may be a bitch but he makes a valid point about your architecture. You may know the angles which is good and played the games, but you still have plenty of room for improvement.



    Theres also plenty of other things you could easily do. You may play the games, but look at them more closely to see all of the different things. This is Crysis your working in too, not Halo. You have alot more possibility to work with for detail.
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  5. #235
    Senior Member PopeAK49's Avatar
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    Re: Project Aftershock

    It looks like a good start to me in terms of forerunner architecture. The shape of the hallway is good, but now improve on that shape with details such as forerunner support beams on the wall or something along those lines. Listen to higuy about using some kind of metal strip texture for each angle instead of using the same texture on 2 angles at a time. I'll edit this with an explanation.
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  6. #236
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    Re: Project Aftershock

    What the fuck is this shit con. This content is absolutely terrible and we're not allowed to point that out anymore?

    Go ahead, permanently ban me for saying that, not like it'll be a huge loss since my feedback just gets deleted anyway, despite people who have an idea what they're talking about when it comes to this kind of architecture agreeing with me!
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  7. #237
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Project Aftershock

    In addition, the players who have played Halo and haven't focused 3+ years of their life to the development and studying the exact structure of Forerunner Architecture probably won't tell the difference so much to where it ruins their game experience. Just saying.
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  8. #238
    chilango Con's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Sel View Post
    What the fuck is this shit con. This content is absolutely terrible and we're not allowed to point that out anymore?

    Go ahead, permanently ban me for saying that, not like it'll be a huge loss since my feedback just gets deleted anyway, despite people who have an idea what they're talking about when it comes to this kind of architecture agreeing with me!
    This is more for everyone else reading this thread since Sel is just looking for a ban:
    Just dropping by and saying "it's terrible" isn't what the community is about. You have to be constructive. People may agree with your assessment of the content, but not the way you say it.

    I would appreciate it if you guys didn't bring this up anymore and stuck with constructive criticism. if you aren't being constructive or you aren't taking this conversation to PMs only like I asked, then you're going to wind up with an infraction like Sel here (and maybe even a point accumulation ban!)
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  9. #239
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Someone asked me to show a representation of what the basic overall route of travel I've got in mind for the mod.
    Since looking at how other maps worked, I've figured for the time being at least, the best router for foot travel is by avoiding being dominated by vehicles via travelling through the valley rock.
    Below shows a concept I've currently got going and have started constructing the cave and corridor network.

    @Higuy;

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  10. #240
    walk the platypus Cagerrin's Avatar
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    Re: Project Aftershock

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