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MultiLockOn

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Everything posted by MultiLockOn

  1. The correct answer here is probably to purpose build the decisions like you would anything else. There's probably cool scenarios for several dynamic pickups, and others where you'd want them static. This can fluctuate based on player count, map, game mode. Obviously this isn't as streamlined as most devs would like to be and can take a little more learning but. If you want the best possible experience you can have, you've gotta tune everything for everything. I like dynamic and static. Usually dynamic is cool for 2s / 1s, static for 4s. But it doesn't have to be. Powerups in h5 were dynamic but I enjoyed in 2v2 the opening rush on Empire because camo was on one side of the map and OS the other, so you got to do a bit of choosing there. That was fun the first several spawn cycles because they usually respawned very close to each other in time as if they were static. Lead to cool choices. I think we should start with making the powerups in Halo not one dimensional and broken as hell though. There's nothing fun about getting an extra shield, or fighting against it. Just like picking up a constantly broken power weapon is stupid as well. Ideally powerups would give you the opportunity to be skillful in a new way without just handing it to you.
  2. Polygons are free whenever Unreal 5 releases so, not really an issue at this point.
  3. You're right. Both of Film Grain and Motion blur are screen effects that actually cost extra computations every frame, they're more expensive to have. Film grain was definitely an artistic choice, they probably felt it matched the war-torn story / vibe of Reach well. Motion Blur is usually there to blend low-frame-rates better so I understand the decision because Reach ran like ass on 360. Quote from Bungie regarding Halo 3's lighting : "The reason we chose this slightly unorthodox resolution and this very complex use of two buffers is simple enough to see - lighting. We wanted to preserve as much dynamic range as possible - so we use one for the high dynamic range and one for the low dynamic range values. Both are combined to create the finished on screen image.""
  4. Yeah, actually. I don't publish a map unless I think it's up to my standards. That question wasn't hostile btw, was actually curious on your thoughts on what youre looking for when you post this stuff.
  5. Boyo do you even like half of your own ideas
  6. The materials on his portfolio look awesome. Not sure where the disconnect is with Infinite, could be what we've seen is mostly the work of other artists. Could be bad leadership over him. Could be he doesn't give a shit and isn't doing good work. Could be that a lot of stuff is still in the pipeline (unlikely). I guess we'll just see. I wouldn't feel bad for him though. Microsoft is one of the highest paying publishers, lots of benefits. Probably works half as many hours as he did at ND and gets paid more.
  7. Is it possible? Yeah with the right people. Let me try and explain this in a way that makes sense if you've never touched a game engine. Halo Infinite has really bad materials. You can call them textures or shaders, same idea. The material work sucks. You guys know how water in H3 looked really really good, and then it looked less good in Halo Reach? And now it looks atrocious in Halo 5? Yet somehow H3 water looks better than just about every other game? The usual response is "well we have more horsepower now it should look better" when that is basically irrelevant. To be honest even the game engine is pretty irrelevant when it comes to something like this, you just need someone who knows how to set up a good water shader. This video is kinda long but just skip through it and watch a few minutes here and there. It's basically a guy just taking this physics formula that calculates the shape of a wave (water) and plugging it into a material function for a water shader. It's a sin function, the ones that look like this. but he adds some variables so that you could change the ripple height, length, speed, etc. Then he basically just duplicates the function 2 more times to create 3 different little ripple patterns that are all moving in different directions. You can see by the end of the video the water looks freaking awesome. This is like 1 of 4 videos where he creates a really, REALLY convincing water shader that are like half an hour each and he's going really slowly explaining why he does everything. If he actually wanted to just go in and make this for himself he could probably do the whole thing in like an hour. My point of explaining this is to say, the engine is basically irrelevant. Unreal Engine (what he's using) definitely has the BEST material editor of any engine but you recreate this effect with the same wave formula in basically anything. The amount of horsepower of his PC is irrelevant because it's not really an expensive shader in the first place, it's math based which is really cheap on the CPU. The only hard part about this, is just being smart enough to realize you should take a physics formula and run it in the material editor. Then he just tweaks the variables to make it look good. You could've sat me down with unreal engine and 100 teraflops of power and given me 3 years to make a good water shader, I wouldn't have been able to match this one he could do in an hour. The same is true of 343. The same is probably true why the materials in H3 looked so good on the water, and the bubble shield also looked REALLY good this should be obvious comparing it to a bubble shield from any other game like Apex or even Destiny. The h3 one has a really cool warping effect near the edge of the tiles it's just idk ugh so good omg honestly the best looking bubble shield shader of any game and it was the first.. Is it possible for them to fix their game in like 6 months? Yup lol. You throw someone like that ^ guy in and he could probably hit like a dozen really complicated but important shaders per day. Water, tree foliage, shield doors, metal, whatever (if you were curious, that guy is a really high up artist at Bioware which should explain his talent). It is most definitely possible. Just like you could throw 1 good rendering engineer into the engine code and tell him to make the lighting like Unreal, he could probably get it pretty close in like a week. One good physics engineer to make the physics feel like H3. Same for animation, character sculpting. It is definitely possible to do it much faster than 6 months. If you know what you're doing it takes like a day lol. Will they do it? No lmao. They had 5 years. Another year isn't going to give them the talent they need. This is why it's so important to have the right people, and not just unlimited money. At this level, the best engine and game console in the world wouldn't help them, you just gotta be smart and make the right decisions.
  8. You guys don't know what you're talking about. I don't know how much more clearly I can say this but the hardware has nothing to do with how Infinite looks. Gears 5 on the current Xbox One looks better than whatever Halo Infinite would look like if it launched exclusively on Series X at 4k. What looks better, a 4k picture of Minecraft, or a 1080p photograph of the Amazon Jungle? The core engine tech they're using sucks. They're textures suck. The art sucks. The lighting is poorly programmed. The animations are stiff. Nothing you or anyone is complaining about has anything to do with launching on the base Xbox because there are plenty of current Gen games like Battlefield and Doom 2016 that look phenomenal on it. When you complain about current hardware you're giving them an out that they don't deserve. Their engine sucks and art team dropped the ball. That's all there is to it. Stop blaming the hardware.
  9. I'm just talking about art here man lol but yes on that note their remake was not given the due diligence it deserved.
  10. Well yeah good artists can usually make something look convincing but, they really shouldn't have to. And to be honest at the end of the day there's only so much they can do. Just because I throw a stone texture on a wall doesn't make my map a castle, the actual architecture and shapes and angles and windows and aspect ratios have to all convey that same message. Blackout is actually kind of a unique example because to be honest nothing about Lockout looks foreunner, it's just random buildings. Forerunner stuff usually has more religious and grande aspect ratios, think Epitaph. Or monolithic shapes like Narrows, top mid Guardian. Lockout is just blegh, and Blackout being a human oil-rig thing honestly matches the shapes and location of the map much better than forerunner ever did. So yeah that's a good example of environment artists doing their job really well, but also the level designers doing a bad job initially. The Pit is about as generic as it comes when it comes to the shape language, or defining characteristics of the map - so the choice to make it a human training facility is honestly really smart lmao props to Bungie's art team once again for recognizing what to do with a map that was laid out in the way the Pit was, because if that map was forerunner it would just not be convincing. Seeing how it was forerunner is actually pretty interesting, I'm sure the Art Director at some point stepped in and recognized that the layout just didn't match the theme. I think most of the artistic character from it probably comes from the color palette being really unique and recognizable, the yellow/green contrast is pretty stark. You mess with the colors of The Pit and the map loses all its charm. Example
  11. Haha thanks, miss you man. Let's play soon.
  12. Yeah Mercy actually looks pretty good because it was already an existing map that CA made lol they just remade it. They could probably remake anything that has a precedent, Guardian Midship whatever. The problem is the way they're designing their own maps. Also forge is way better than building using a kitbecause you don't kitbash or rotate with a kit. Think of it like it's Minecraft, that's how most studios build their maps. Forge is actually closer to what the proper map production SHOULD look like. Art team should make a bunch of random cool assets that LDs can kitbash and rotate as they please. Art team comes in again after and makes the specialty pieces that are map specific and need some extra love. Like the giant hanging thing over top mid on Guardian. Definitely custom. But basically everything in every H3 map is custom and doesn't exist anywhere else in the game so that's honestly a ridiculously high quality bar.
  13. No not at all. It's fun if you have a dedicated group of friends to play with.
  14. I know I gush about Bungie all the time here, I know I know, but.. To you guys that picture probably doesn't mean much but every time I see it I think about how some artist sculpted that bridge, exactly for that spot and nowhere else. It's purpose built. And it looks awesome because of it. All custom baby. Alright I'm done venting about Destiny lmao. The first multiplayer footage we see of infinite take a look at the maps. You'll be able to spot if they're made using generic kits pretty quickly.
  15. Well first of all, thank you. And no, there's no chance. The work flow MOST studios that I've personally experienced seem to follow is; artists create a kit of blocks. Level Designers take those blocks, and are allowed to use them on the grid in a very specific way that the art team will allow. Whereas it should be the exact opposite. It should be, level designers just building cool levels with all the weird abstract angles and nuances that they want, and then artists have to figure out how to make it. But it doesn't work like that. Quick example You can literally see the blockout in this picture, made of squares and the kit that 343 allowed. Adrian (the 343 LD who made this) did not go into Plaza thinking "Oh I'm going to make a sick train station). He went in, threw down a generic blockout with a bunch of squares, only 90 degree angles because that's what the kit allows, and then the art team looked at it said "eeeehhhhh I guess we could turn this into a train station maybe?". Which is why it doensn't actually look anything like what its supposed to, nor does any 343 map. You can look at every single one of them and just see jumbles of squares and ramps at only 90 degree angles. Whereas all the Bungie maps, even if they played like dogshit, actually had identity and character to them. You can look at Construct and tell that the designer started with an idea, which was 'a forerunner map that's tall and forces you to use lifts'. Narrows is the 'big linear bridge'. They all have unique ideas behind them because they started with that. 343 does the exact opposite where they just throw blocks at you and streamline you into just making soulless blockouts so the art team doesn't have to work as hard. This obviously, is the opposite of the ideal scenario as design should always take precedent over everything else but that's usually not what happens in most studios. Maps like Guardian would never exist in a 343 game because everything in that map is custom made specifically for the shape, none of it is reuse able or generic, it couldn't be made with a kit. This is also why 343 rarely does Covenant, because the nature of the art style is such that you can't really make a convincing pre-built kit for it. There's too many curves and soft angles, it would never blend properly. You can bet because Infinite is running so far behind schedule that you're probably going to see a majority UNSC maps, less forerunner, and the least Covenant. Because UNSC is easy to pump out 100 different clones with simple pieces and generic blockouts. Treyarch was pretty good about this; if you built a 1cm cut-in inside a wall, the art team would go out of their way to make it. Anything you wanted in a CoD map they made sure to support so long as you let them know you wanted it. I've worked other places where this was not the case, and I had to stay on the grind, only 90 degree angles, every path had to fall on a 20m increment, all ramps had to be 27 degrees, no taller than 12 feet, etc. It gets old real quick. And if you've ever seen my maps, that's not how I build. Lots of soft angles and weird elevations and custom curves and sightlines. They just look better, play better.. it's just the right way to build maps. My maps at 343 would not look anything like these.
  16. At the time, my love for Halo superseded my hatred for 343. That is not true anymore, I couldn't care less about Halo. So if you asked me that now then yeah sure, I'm happier where I work currently. You ask me that question over the course of the last 2 years my answer might've changed the whole time. Regardless, they would not have let me build maps in the way I wanted to build them. I wouldn't be able to actually make a difference there.
  17. I don't know what gave you guys the idea that they were ever planning to use UE4 for Halo but I feel like someone read 1 random anonymous report about it and now it's accepted.
  18. Probably gonna use a webcam and have me in it just talking. Probably some gameplay to the side.
  19. He has really bad reasoning in all of his videos. Just sit tight for my sprint one.
  20. I think the current MW is the worst designed FPS game I have ever played in my life.
  21. I'm saying most of the time that a studio crunches, it's their fault. And crunching for several months to compensate for several years of sitting on your hands is not a bad trade off. At the end of the day, the worst game industry job is still one of the coolest and easiest career choices you could have. I just think the whole anti-crunch criticism that's surfaced the last year or two is really unwarranted.
  22. Wait why don't you want a full rep bar lol
  23. I would be skeptical about how much crunch you all believe really goes on in the industry. Most game dev jobs are the easiest thing imaginable. Unless you work at Naughty Dog, chances are you probably didn't do much the first ~2 years of a dev cycle and then need to play catch up in the final 6 months to make up the work.
  24. Halo Infinite delayed to 2021, 6 year dev cycle let's get it boys
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