Also would have like to get a bitaboutof back storyRicowhatall of a suddenwas up to after going to save Jammer since he leaves and when he comes backhe has the entire crew under his command.
I read your essay. You put more thought into map design than GG.GraveRobberX said:The maps, all 8 of them, should be usable for all different game modes
It is amazing that there are only 3 Operations maps, and certain maps are Guerrilla Warfare and some are WarZone only, also it doesn't help the Fucking retro map pack fractures the community Day Fucking 1
I get tired with-in 1-2 map rotations, it's feels like the Same Old Shit but only a few days have passed since release, and nothing stands (burned out on it already)
Other FPS's have good rotations, or good choices in what to vote for, or give you options
(Using COD for example, but you see people play for months before getting tired/burned out, but for me personally, 3+ days in, I'm like that's it WTF!?)
Lets take a look @ what I can do
Here I'll make the maps better:
CORINTH HIGHWAY
Key Features: Warzone 24 players, Exos, WASPS, Mortar Beacons
1 Exo per team (respawn every 3-5 minutes, so if teammates are careless, you are at a disadvantage, if other team still has there Exo take it out, or getting owned with it)
WASPS should only lock onto Exos/Other WASPS Turrets/Gun Turret/Sentry Turrets|Droids|Medic Bot (only giving medic splash damage, if below a certain health, Medic dies, only the respawn ability can help him out. No Human kills with WASPS, they shouldn't register unless if they are in proximity to certain turret, and only through splash damage)
Mortars can be handy, but 1 every 10 minutes you hold the TSA, if taken by another team, and re-taken, 5 minutes, if used, 10 minutes again (1 location. the Building with Balcony TSA)
4 TSA's: 1 each in the area after spawn point, "the plaza areas" (2), the 1 that's located inside the building with turrets > should be moved underneath the bridge right in the central area (add 2-3 bridge columns from snipe camping either side), leave the one that's on the balcony on the opposite side
PYRRHUS CRATER
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Player, Miniguns, Mortar Beacons
The tilting effect given from the map is a huge hindrance. It adds nothing of value, just makes the gameplay more frustrating. As one GAFfer said it best "It's like being on the Titanic".
Need to add 2 more TSA's, either the area right near the S&D locations for each team, the middle TSA stays where it is, but just having 1 is atrocious
(I know this sounds stupid but what the hell)
If they want that tilt effect, use it as an event trigger (like the EMP from Turbine), that an aftershock (mini-quake), shakes your perception like that, for 1-2 minutes, but it goes back to normal after that
The pipes should be interlinked, it could be a map with-in a map, creating either for a more tactical approach, or 1 that GG really loves creating Bottlenecks, but at least you can't have 5+ bottlenecks going on at the same time, an area would be clear to traverse (hopefully)
Same thing with Mortars again
BILGARSK BOULEVARD
Key Feature: Warzone 24 Players, Guerrilla Warfare 16 Players, Miniguns, Mortar Beacons
This map feels like someone took a Golf Course Hole from Tiger Woods Golf (hello dogwood & out of bounds/water hazards), then added destruction/buildings to make it feel interesting
This map is pure Alleyways, and going by the map name I understand it, but the buildings aren't recognizable, there is no "connectedness". If someone says come help me I'm in the building, I'll be going which fucking one? that brown destructed one or that other brown destructed one. No visual cues, like oh the "library", or oh the "lofts".
(Nothing stands out)
This map reminds me of COD4's Bloc, each side grabs a TSA and camps the buildings, and just does it things, the middle being no man's land
Add more connectivity through the buildings, passage ways that lead into or out of them. Basements that lead to the subterranean level for more a dark/glowy feel, and lead you out into the devastated Boulevard
TURBINE CONCOURSE SE-6
Key Features: Warzone 24 Players, Jetpacks, Miniguns
There's only 2 ways to reach the other side, through the middle or through the tunnel that's to the left of the map (the map shows it as south)
There should be a tunnel directly built from the ISA and HGH spawn area and should cross in the middle underneath the EMP leading to that TSA, it gives better options to the players
The TSA's are fine, 3 of them work perfectly, either grab them or be dominated
The EMP event is a cool twist, and really adds something nice into all that chaos
The spawn camping in this is to easy, to many ways to get camped from mid range to far way, if you lock down the 2-3 areas that lead out, you have closed in the the enemy
(No hidden paths or ways to leave, all areas leading out can be camped)
FROZEN DAM
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Players, Operations 16 Players, Mortar Beacons
Ugh this MAP is super unbalanced, it favors the ISA outright
The Spawn locations for the ISA are to close, and the one for HGH is to far from the others, they need to move the second from the gate into the snow area by broken dam tunnel area near the rocks
1/3rd of the Map is useless and barren, they need to move some of the objective towards it
C&H favors the team with middle TSA (mostly ISA, due to there spawn area being so close by, while HGH are far away from it)
Same goes for Propaganda speaker, the ISA get a huge advantage of placing the speaker almost 2 buildings away from HGH spawn, yet HGH speaker location isn't even 100 feet from ISA spawn location
(These need to be either moved or rebalanced and given a moving target, explain more at the fix overall feature)
AKMIR SNOWDRIFT
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Players, Operations 16 Players, Snowstorm
Once again ISA have a huge advantage, they have so many ways to maneuver and reach the rig, while HGH from the get go are blocked by taking narrow alleyways and steps down and are sitting ducks for the awaiting ISA, no blocking to give ISA any hindrance.
The Snowstorm feature should again be used an event (EMP), where there's light flurries, but the winds kick up and bring the storm for 5 minutes but then dissipate for 10-15 minutes and reappears again
The TSA favor the ISA, the HGH have to leave the rig to grab 2 of the 3 TSA's, while the ISA comfortably get to grab both and just push up
MAWLR GRAVEYARD
Key Features: Warzone 24 Players, Operations 16 Players, Mortar Beacons, Crusher
Once again the Crusher should be an event that's triggered by itself in a timely manner, it should be a risk/reward scenario, not go press a button and hope someone is there (which if you guessed is not a whole lot, people just run in the side tunnels, so the thing is never used, no point to when there are better options available, than running straight down the area and be a sitting duck)
Mortars here can really be a nuisance, due to huge open areas, and chucking them in open spaces nets you kills, no blockage, strike is close to direct hits possible
KAZNAN JUNGLE
Key Features: Guerrilla Warfare 16 Players
Ugh.... just endless loops of tunnels, the trying to get the feeling of a "Labyrinth Jungle" is not a map. Multiple times invisible walls have stopped me, which could be great jump to points (shortcuts), and it just 1 endless circular map
You can literally get lost in there, and the spawn location don't help, multiple times I have spawned and with-in 2 seconds of spawning being Brutal Melee'd from the back by the enemy
Overall Features:
Capture & Hold on maps should be placed 1 closest to each base and one right in the middle of the map
(Turbine = good job, but ISA one has no cover, yet HGH get advantage with there's being blocked by walls and debris in the way)
(Frozen Dam = bad job, the locations aren't to far apart, and the openess given to the ISA from their viewpoint is easier than it is for the HGH)
Propaganda speaker should start out @ the location of the middle C&H point
When the team scores, the speaker will be placed 200-300 feet from 1st location towards the team who hasn't scored, then if said team scores again the placement will be only 50 feet from the location placement
For example: ISA get speaker and score, now the speaker location is more closer to the HGH spawn area, and have better chance to grab and score, while the ISA have to fight to get it back, if ISA scores, the spawn location is now close to the HGH & Propaganda location, if ISA are good enough they can take it, but HGH will have spawn area location advantage to deal with
(If both teams start scoring the speaker keeps getting pushed back, making it tougher to get point #2, and point #3 look easier (but can get trapped in it)
Time for all objectives should be extended by 1+ minute from assassinations taking longer to complete, or more kills for Bodycount
Add MORE FUCKING STUFF!, by that I mean, more modes maybe 1 or 2, something more
More weapons, 3 primary and 3 secondary is not enough and almost 1-2 are directly shareable with other classes, so it's still the same thing
Where is the nail gun, flamethrower, electric gun, fuck, you have this whole fucking universe and each side has only <5 weapons available to themselves
Sorry for the ranting, trying to make it better essay
Thanks for reading though (^_^)b
Brannon said:This will be DLC. MARK MY WORDS.
Facism said:As for MP, enough of you know my views on that. Not worth a fucking damn when playing with randoms, but with friends and the clan it's manageable. Even if we lose we still have a decent time. I'm looking forward to custom games so we can get regular FTSG clan only games rolling so we can all play together.
Warzone has many many issues. GG need to reduce the points given for kills. 100 for a kill, 150 for headshots/explosive kills is too much. When you get your score breakdown at the end of a round, your kills score shouldn't be 4x the rest of your points in a team based objective game.
Reduce points per kill to 50 and 75 for headshots/explosives. Bring back the bonus point areas around active objectives to help encourage people to play them. It was a brilliant idea in KZ2 that is sorely missing here.
Increase points for completing objectives and give some points to the entire team if successful in completing that objective. You already have this for Assassination, where survivor gets mad points and rest of team gets 100 for being bodyguards. Reward players for playing to the objectives. Ties in with the good old bonus points area idea you had in KZ2.
Capturing a TSP should net more points than 50, considering how they're as important as completing the objectives.
Basically, players should be earning more points by playing to the objectives of Warzone compared to the points they earn by killing other players. I think it would shift the game in the right direction and allow the mode to shine as it once did.
I'd like to talk about the maps, but Gravy has covered my issues in his post so there If they lost a few mappers from KZ2, it shows in KZ3.
Mush said:Personally, yes.
Story was a mess, the ending was even worse. Gunplay is still there from KZ2 but some how it felt even more linear than it's predecessor, which I have no idea how they pulled that off. And don't even get me started on the MP.
Brannon said:This will be DLC. MARK MY WORDS.
Look up, where are you: you're in an icesaw speedracer vehicle, only you just died because you didn't mash R2 enough. Make sure you run over the repeated snow mound object because it shows you what the icesaw does.Mush said:How can you honestly tell me, that a random out of place "stealth" mission, where you hide in grass that is like bright yellow and with is no chance of sneaking by them, is fun? How about ramboing through a brown junkyard that's like a metre wide and 3 metres tall?
Don't forget to shoot the vents when they turn bright red!
Katana_Strikes said:The game looks glorious. Absolutely stunning. The campaign I'm also thoroughly enjoying. Keeping my entertained.
But am I missing something, is there no stats for single player? I'm sure there was for the 2nd game.
Lagspike_exe said:Who was complaining about graphics, again?
bobbytkc said:crazy people.
anyway, finally finished the game. I LOVE the stealth section. Would love to see more of that
DMeisterJ said:Just beat the SP last night... ending was sooooo bad, but I overall liked the story.
Forsete said:For once, Rico was useful (not doing what he does best, getting in my line of fire with his giant head)
I've only taken pictures of the first part of the game (actually, I recorded a video and then grabbed frames from there. Its difficult to get the action shots otherwise).
http://balderino.se/bilder/KZ3/2.jpg[/IMG
[IMG]http://balderino.se/bilder/KZ3/4.jpg[/IMG
[IMG]http://balderino.se/bilder/KZ3/015.jpg[/IMG
[IMG]http://balderino.se/bilder/KZ3/011.jpg[/IMG
[IMG]http://balderino.se/bilder/KZ3/7.jpg[/IMG
[IMG]http://balderino.se/bilder/KZ3/010.jpg[/IMG
Close call. :P
I really should have removed the HUD
If this is the wrong place to post pics, let me know.[/QUOTE]
holy motherfucking shit.
this looks like the greatest game ever (on consoles).
i want to buy it but i don't have any money D:
-viper- said:holy motherfucking shit.
this looks like the greatest game ever (on consoles).
i want to buy it but i don't have any money D:
robot said:The stealth section I did had me wading through a super thin layer of grass, walking past half a dozen people and a giant robot. The whole time I was sneaking around it felt like I was totally noticeable. And a few instances where I missed a shot, everyone in the area knew exactly where I was, even if I was shooting from the shadows. It just didn't feel right to me.
Not to mention the guy in the beginning of the stealth level reminded me of the guy in the Medal of Honor so it kinda ruined it for me. Seemed like they were trying to replicate him or something.
nib95 said:Foresete! More pics please dude! More the merrier! Also, agree, Rico/Friendly AI this time round was bad ass.
bobbytkc said:first of all, it is the future. Everybody has a comms set. I am surprised you did not notice this since you played the entire game.
also. I don't give a shit about realism. nothing about this game is realistic. if you are too cynical to have fun instead of obsessing over the colour and height of the grass, good for you.
for me, I just like popping caps with a silenced pistol from behind, and making those poisonous plants explode in front of guards. it also helps that the jungle is beautiful and exotic.
The grass moves when u walk thru it at least lolrevolverjgw said:The stealth mission was OK, but man I almost laughed out loud while sneaking through the grass. Just picturing these huge guys lumbering through that little "thicket" like two feet from a bunch of high-tech soldiers and not getting caught cracked me the fuck up.
Forsete said:For once, Rico was useful (not doing what he does best, getting in my line of fire with his giant head)
http://balderino.se/bilder/Rico1_op.gif[IMG]
I've only taken pictures of the first part of the game (actually, I recorded a video and then grabbed frames from there. Its difficult to get the action shots otherwise).
[IMG]http://balderino.se/bilder/KZ3/2.jpg[IMG]
[IMG]http://balderino.se/bilder/KZ3/4.jpg[IMG]
[IMG]http://balderino.se/bilder/KZ3/015.jpg[IMG]
[IMG]http://balderino.se/bilder/KZ3/011.jpg[IMG]
[IMG]http://balderino.se/bilder/KZ3/7.jpg[IMG]
[IMG]http://balderino.se/bilder/KZ3/010.jpg[IMG]
Close call. :P
I really should have removed the HUD
If this is the wrong place to post pics, let me know.[/QUOTE]
What setup are you using to take the pictures? And about how much did it cost you?
Also, in case it's something incredibly expensive.. could you, whenever you have some free time, take A LOT of screenshots from the Stahl level? I know this will sound weird but.. I'd love to get pics of stuff like the props on the tables, the fans on the walls, pipes, etc..
Again, if you got some free time and were thinking about taking screenshots from that level, anyway. Otherwise I'll go and rob a bank so I can purchase one of those stupidly expensive video capture devices.. :(
Mik2121 said:What setup are you using to take the pictures? And about how much did it cost you?
Also, in case it's something incredibly expensive.. could you, whenever you have some free time, take A LOT of screenshots from the Stahl level? I know this will sound weird but.. I'd love to get pics of stuff like the props on the tables, the fans on the walls, pipes, etc..
Again, if you got some free time and were thinking about taking screenshots from that level, anyway. Otherwise I'll go and rob a bank so I can purchase one of those stupidly expensive video capture devices..
What? Did I miss that part or something?shagg_187 said:- "Fucking Convoy" guy turning Dudebro and later getting shot was fucking fantastic and heartbreaking until realizing that this entire sequence was ripped out of Modern Warfare. Even the fucking dialogue was ripped out of Modern Warfare.
Forsete said:Will do
-viper- said:So what is it with everyone claiming it takes far too many bullets to kill in Killzone 3?
When I played the beta it was absolutely easy to kill someone. Likewise with the KZ3 demo.
Have they altered player health values? How does the player health compare with Killzone 2 (which I thought it took far too many bullets to kill tbh, at least, in single player. It was fine in multiplayer though).
It's raw data captured thru PC capture software I believe, dude.G_Berry said:Those pics are hiding the jaggies. Post some proper screen grabs.
robot said:I'm with you, I totally get the comms thing but it just seemed odd that every guy on the screen pointed their guns in the exact location I was standing. I would've liked for them to start hunting for me or something. Could've added to the intensity. Not MGS stupidity here, just a moment of tension after fumbling up a stealth kill.
patsu said:What difficulty did you play ?
In my own game, the Helghasts spotted me once ("What's that !?", followed by some movement). I retreated back under a cave and they radioed back to report that it's a false alarm shortly after. Reminded me of MGS.
Second time I missed a shot, and they came after my ass. Not all of them fired at me. I lost visual for one of them. In the end, my teammate got 1 and I killed 2, including a hunter.
I was finally busted by one guy on high ground when he patrolled to another location.
JB1981 said:I have little love for the MP but I gotta say I am enjoying the SP a lot. So far I'd say it is definitely an improvement on KZ2. I don't get the complaints about it being a "corridor shooter", most of the engagements are in open rooms with a lot of cover and a lot of different angles and vantage points to engage the enemy. The cover mechanics are more fluid, brutal melee makes effective flanking a lot more satisfying and theis the best KZ gun ever.Petrucite gun