MAPPING STANDARDS AND COMMERCIAL GAMES
Posts
I have never done a trailer but in my eyes...
This is a good example of one.
1. introduce the story with vague movieguy one liners ONE MAN, ONE DESTINY in a very calm manner
2. HYPER CHARGE THE 2ND HALF WITH ACTIONY GAMEPLAY FOOTAGE
3. End with the title in a very aftermathy effect
4. music is really important.
This was accomplished with some trial camera recorder and windows movie maker.
Same thing was pretty much done here.
edit: wow am i really posting in the mapping topic? lol...
This is a good example of one.
1. introduce the story with vague movieguy one liners ONE MAN, ONE DESTINY in a very calm manner
2. HYPER CHARGE THE 2ND HALF WITH ACTIONY GAMEPLAY FOOTAGE
3. End with the title in a very aftermathy effect
4. music is really important.
This was accomplished with some trial camera recorder and windows movie maker.
Same thing was pretty much done here.
edit: wow am i really posting in the mapping topic? lol...
Deus Ex 3 has one of the best trailers I've ever seen/experienced, ever. Although it helps that I am a DE fan to begin with; I am so hyped for the game now that I've seen the trailer.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=202697Not everyone knows of a free and open source image editor either. Or a free an open source RPG creation engine!post=202695Let me correct that: Not everyone KNOWS of a free and open source program.
CamStudio is free and open source and works excellent. This is a lousy excuse for not making videos.
Not everyone knows of a free and open source text editor for writing their blogs! Not everyone has a free and open source web browser to open the site in! Not everyone has received a free computer!
I DON'T HAVE A FREE CAN OF PEPSI AND IF I MAKE RPGS LONG ENOUGH WITHOUT DRINKING SOMETHING I WILL DIE.
But in general it is good to offer the tools to the people who can make use of them.
PS: this needs a new topic, and in a different subforum. I am now un-hijacking this thread back to being about commercial graphics. Though I can't remember the last commercial game I played that used tiles.
I feel so bad for helping derail a decent topic.
Has anyone observed the non-english communities? The german one in particular? They seem to have much more focus on not only mapping but editing a shitton of graphics for their maps. I have no idea if this even affects their collective gameplay quality or if they even spend 24/7 posting in a screenshot thread, but idk some of the stuff I've seen is pretty crazy.
Has anyone observed the non-english communities? The german one in particular? They seem to have much more focus on not only mapping but editing a shitton of graphics for their maps. I have no idea if this even affects their collective gameplay quality or if they even spend 24/7 posting in a screenshot thread, but idk some of the stuff I've seen is pretty crazy.
I'm THIS close to making Take Down XIII and show you all commercial mapping standards... (see: The Tube where you hit X in)
Urgh, can't get audio to work from CamStudio. Does not Work Excellent. Just Good.
EDIT: Nevermind. I got it.
EDIT: Nevermind. I got it.
post=202612
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
Quest 64
post=202785post=202612Quest 64
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
This is so true that it made me laugh :)
I was watching a friend of mine play Quest 64 yesterday.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
post=202855post=202785This is so true that it made me laugh :)post=202612Quest 64
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
I was watching a friend of mine play Quest 64 yesterday.
I've currently set my run through Quest 64 on hold as I tried to balance out my character which apparently doesn't work that well and causes a lot more grinding.
post=202618the fanatics' tower is so boring compared to the rest of the game! way to liven up this soul crushing dungeon of despair and not just recolour zozo
i was literally thinking of JUST THIS as i clicked on the thread.
warning: not all spoilers at rosebud level
the worst part is it's not just the design that's bad about that part, that had an opportunity to go somewhere interesting with regards to how these people have reacted to the catastrophe in their own ways (namely by forming a cult worshipping the guy responsible and hoarding his treasure) but instead it's a tower / gauntlet dungeon with sealed powers and a boss at the end
this wouldn't be so bad in previous installments but it stands out here because pretty much everything else like this in the game is handled well (the ancient castle as a visible symbol of the consequences of the war of the magi / historical parallel of the game's events, the phoenix cave as the denouement of the locke / rachel subplot etc, ebot's rock and strago's insecurity coming on with age etc.) and it's like they got lazy this far in. come on guys !!
the worst part is it's not just the design that's bad about that part, that had an opportunity to go somewhere interesting with regards to how these people have reacted to the catastrophe in their own ways (namely by forming a cult worshipping the guy responsible and hoarding his treasure) but instead it's a tower / gauntlet dungeon with sealed powers and a boss at the end
this wouldn't be so bad in previous installments but it stands out here because pretty much everything else like this in the game is handled well (the ancient castle as a visible symbol of the consequences of the war of the magi / historical parallel of the game's events, the phoenix cave as the denouement of the locke / rachel subplot etc, ebot's rock and strago's insecurity coming on with age etc.) and it's like they got lazy this far in. come on guys !!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=202804
I remember that one map in Lufia 2 that apparently was attacked by Missingno
Hahaha, oh man. That was so awful. To be fair, that was a bug that was only in the US version. The translation team managed to do that. And... somehow didn't notice.
Lufia 2 had pretty good maps in general, aside from that one buggy area. Not brilliant, but they were as good as you could expect in a game with Zelda style puzzles. Puzzles are a pretty good excuse to have awful looking areas. I don't notice or mind them nearly as much. Though when an area has good puzzles AND is really good looking, it can be bloody impressive.
post=202785post=202612Quest 64
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
I was not turned off by Quest 64's mapping. Not that it was good.
I was definitely turned off by Final Fantasy XII's mapping. Way too open and confusing for my taste.. Then again, I played FFXIII and enjoyed it, so I'm probably not the best judge on that.
Quest 64's mapping is like the Final Fantasy 13 of 1998. Only Quest 64 had even worse camera angles. And at least FF13 was pretty. Quest 64, apart from having the most unimaginative name ever with 64 tacked on the end, felt like that extremely linear RPG battle romp people keep making as their first RPG game. Just point A to point B fighting enemies and advancing a completely dull plot.
Even the " innovative" battle system was broken, boring, repetitive, and easy to exploit. Water. Earth. Water. Earth. Get that shield spell and you can just stop playing there because then you practically beat the game.
Even the " innovative" battle system was broken, boring, repetitive, and easy to exploit. Water. Earth. Water. Earth. Get that shield spell and you can just stop playing there because then you practically beat the game.























