And ready for a vacation again....
Went to the gym yesterday and I'm down to 147 from 152. I'm hoping it's fat, but my last yoga class tells me otherwise...
Wednesday, August 15, 2007
Thursday, July 19, 2007
...one thing before I leave
Gonna see Sonic Youth in Berkeley tonight. They're playing Daydream Nation...
Wednesday, July 18, 2007
...Best of 2006
EDIT: Whoa, I forgot Dead Rising
Here's my favorites for 2006 that I experienced. Anything I missed?
Music (includes releases from late 2005)
Top 5
The Mall - Emergency at the Everyday
Sonic Youth - Rather Ripped
Reuben - Very Fast Very Dangerous
Genghis Tron - Dead Mountain Mouth
Mastodon - Blood Mountain
Honorable Mentions
The Bronx - The Bronx
Converge - No Heroes
Movies
Top 5
The Prestige
Children of Men
Pan's Labyrinth
An Inconvinient Truth
Little Miss Sunshine
Honorable Mentions
The Descent
The Departed
Borat
Tristram Shandy: A Cock and Bull Story
Brick
Games
Top 5
Half-Life 2: Episode One (PC)
Dead Rising (360)
Wii Sports (Wii)
Brain Age (DS)
Guitar Hero 2 (PS2)
Honorable Mentions
Bully (PS2)
Gears of War (360)
The Legend of Zelda: Twilight Princess (Wii)
Elite Beat Agents (DS)
Here's my favorites for 2006 that I experienced. Anything I missed?
Music (includes releases from late 2005)
Top 5
The Mall - Emergency at the Everyday
Sonic Youth - Rather Ripped
Reuben - Very Fast Very Dangerous
Genghis Tron - Dead Mountain Mouth
Mastodon - Blood Mountain
Honorable Mentions
The Bronx - The Bronx
Converge - No Heroes
Movies
Top 5
The Prestige
Children of Men
Pan's Labyrinth
An Inconvinient Truth
Little Miss Sunshine
Honorable Mentions
The Descent
The Departed
Borat
Tristram Shandy: A Cock and Bull Story
Brick
Games
Top 5
Half-Life 2: Episode One (PC)
Dead Rising (360)
Wii Sports (Wii)
Brain Age (DS)
Guitar Hero 2 (PS2)
Honorable Mentions
Bully (PS2)
Gears of War (360)
The Legend of Zelda: Twilight Princess (Wii)
Elite Beat Agents (DS)
Saturday, July 14, 2007
...Amsterdam here I come
I'll be in Amsterdam from July 20 to August 10. Stop by and say hi if you're around. I'll also be in Paris for a few days...any suggestions of what to do there?
Tuesday, June 05, 2007
Monday, May 21, 2007
...Gears of War Multiplayer Design
Me and a bunch of people have been playing a bunch of GOW multiplayer lately and it's been a blast - props to everyone at Epic. For the most part the maps and gameplay are very well done. There are definitely favorites and some with issues...we exclusively play annex so keep in mind a bunch of the maps weren't built with this mode in mind.
1. Recognizable level landmarks
For me this is one of the big things that makes it easier for me to learn (and therefore enjoy a map). I think too many of the gears maps fail to do this well enough. Take Garden. At least 2 or 3 times in a match I find myself running 2 or staying at the wrong greenhouse. Even a map that's generally good at this could use a little more clarification (the upper left and right mirrored spots - it would be better to be able to say "the balcony with the statue", or "red building" balcony. Some other levels that could use a little more clarity are Canals, and Mausoleum. In general while looking around, I should be able to tell my teammates where I am in a small sentence - sometimes I can use weapon spawns, but ideally this should be conveyed by the level architecture and texturing.
2. Level lighting
Perhaps this problem is exacerbated by my 27" standard TV (there are a lot of us out there still!), but on a few levels I have a very hard time telling the teams apart. In general this is an issue due to generally similar body sizes and next-gen-style lighting, but it really sticks out in a level like process which I like in every other way...on the grenade capture point (by the 2 long bridges) the 2 teams look pretty much dark black. I have similar issues in Bullet Marsh.
3. Running paths
Good paths to run (holding A) make playing in a GOW level much more fun. Ideally I should be able to traverse large distances in the map without unintentionally getting stuck too often and without having to come out of run too often. One thing I learned from Counter-strike design that applies to GOW is that having 2 ways -no more, no less- to go from start (and all spawn points if possible) is ideal...it allows your team to break up into a couple groups. Finally, there should be enough running room for 4 team members to run around. A good example of all these is Gridlock. Coming from start there is a large curved section which splits off on two sides of the railing. Running from here to any section of the map is a treat. Rooftops is a bad example of this and one of the reasons we don't play it much. The start has you running towards a linear section of thin L-shaped corridors. These sections would be better served if the were not 90 degrees (curved or sectional) and/or larger in size. As they are, you often bump into your comrades or get sucked into the walls. Additionally it takes 7 or 8 seconds before it branches off to a sectional area of hard turns and stairs that is very hard to run through...
4. Arg!- Dropoffs
Sometimes ledges and stairs don't let you walk off of them from certain angles. I also have issues rolling off them and running down them. This is not a level-only issue but it sure seems worse in some spots than others. In general, too many short stairs and ledges in close proximity and mixed in with short 90 degree turns make traversal less fun (see Rooftops). Certain geometry placed too nearby can make the problem even worse - like the pillars placed near the stairs in Canals.
5. Respawn spots
In general, most respawn points are well thought out and well-done. There are a couple instances where they aren't as good. In Raven Down, enemies can spawn directly behind you . When you have the jeep control point under control with a short dead end behind you..this feel extremely cheap. Also related is some of the points above. I want to know where I am (landmarks) and have a nice path(s) to run to where I need to go to. Finally, there is at least one occasion where a capture spot is near enough to a spawn point...in Fuel Depot, there is a capture right near the spawn point in the hangars which encourages spawn camping...
6. Long linear routes = bad
For multiplayer games, oftentimes it's often best to have a short to medium path to every other spot in the map. GOW does this particularly well. Most of the better levels are built like a series of interconnected Os that allow good meeting spots, and flanking enemies who don't watch there backs. There are a couple that don't feel as good. Bullet Marsh deserves some criticism for how long it takes to get from place to place. It takes extremely long to get from the top middle to the bottom. A couple extra routes or shortened lead up routes would've made this map more playable. Escalation has similar issues due to its extremely linear climb. Perhaps this level could have worked better half the height stacked next to each other with a couple paths between.
7. Variety in capture points
It's nice to have variety within a level's capture points. Most of Garden capture points give you different feeling, from the close combat of the middle spot, to the stairways leading to the boom, to the uneasy surroundings of the greenhouse. Process is really good in this regard as well. You have a wide open spot with massive death counts, a small round spot that's easy to flank and chainsaw, a long sniper friendly corridor that also has stairs to the side, a raised platform that is exposed on the sides and back, and the area behind it which is lower and exposed on the sides...each spot feels hard to defend in unique ways.
That's it for now....More thoughts as they come. I would love to try my hand at making a GOW multiplayer map, but currently there is no way...let's hope more maps are coming in the future :)
1. Recognizable level landmarks
For me this is one of the big things that makes it easier for me to learn (and therefore enjoy a map). I think too many of the gears maps fail to do this well enough. Take Garden. At least 2 or 3 times in a match I find myself running 2 or staying at the wrong greenhouse. Even a map that's generally good at this could use a little more clarification (the upper left and right mirrored spots - it would be better to be able to say "the balcony with the statue", or "red building" balcony. Some other levels that could use a little more clarity are Canals, and Mausoleum. In general while looking around, I should be able to tell my teammates where I am in a small sentence - sometimes I can use weapon spawns, but ideally this should be conveyed by the level architecture and texturing.
2. Level lighting
Perhaps this problem is exacerbated by my 27" standard TV (there are a lot of us out there still!), but on a few levels I have a very hard time telling the teams apart. In general this is an issue due to generally similar body sizes and next-gen-style lighting, but it really sticks out in a level like process which I like in every other way...on the grenade capture point (by the 2 long bridges) the 2 teams look pretty much dark black. I have similar issues in Bullet Marsh.
3. Running paths
Good paths to run (holding A) make playing in a GOW level much more fun. Ideally I should be able to traverse large distances in the map without unintentionally getting stuck too often and without having to come out of run too often. One thing I learned from Counter-strike design that applies to GOW is that having 2 ways -no more, no less- to go from start (and all spawn points if possible) is ideal...it allows your team to break up into a couple groups. Finally, there should be enough running room for 4 team members to run around. A good example of all these is Gridlock. Coming from start there is a large curved section which splits off on two sides of the railing. Running from here to any section of the map is a treat. Rooftops is a bad example of this and one of the reasons we don't play it much. The start has you running towards a linear section of thin L-shaped corridors. These sections would be better served if the were not 90 degrees (curved or sectional) and/or larger in size. As they are, you often bump into your comrades or get sucked into the walls. Additionally it takes 7 or 8 seconds before it branches off to a sectional area of hard turns and stairs that is very hard to run through...
4. Arg!- Dropoffs
Sometimes ledges and stairs don't let you walk off of them from certain angles. I also have issues rolling off them and running down them. This is not a level-only issue but it sure seems worse in some spots than others. In general, too many short stairs and ledges in close proximity and mixed in with short 90 degree turns make traversal less fun (see Rooftops). Certain geometry placed too nearby can make the problem even worse - like the pillars placed near the stairs in Canals.
5. Respawn spots
In general, most respawn points are well thought out and well-done. There are a couple instances where they aren't as good. In Raven Down, enemies can spawn directly behind you . When you have the jeep control point under control with a short dead end behind you..this feel extremely cheap. Also related is some of the points above. I want to know where I am (landmarks) and have a nice path(s) to run to where I need to go to. Finally, there is at least one occasion where a capture spot is near enough to a spawn point...in Fuel Depot, there is a capture right near the spawn point in the hangars which encourages spawn camping...
6. Long linear routes = bad
For multiplayer games, oftentimes it's often best to have a short to medium path to every other spot in the map. GOW does this particularly well. Most of the better levels are built like a series of interconnected Os that allow good meeting spots, and flanking enemies who don't watch there backs. There are a couple that don't feel as good. Bullet Marsh deserves some criticism for how long it takes to get from place to place. It takes extremely long to get from the top middle to the bottom. A couple extra routes or shortened lead up routes would've made this map more playable. Escalation has similar issues due to its extremely linear climb. Perhaps this level could have worked better half the height stacked next to each other with a couple paths between.
7. Variety in capture points
It's nice to have variety within a level's capture points. Most of Garden capture points give you different feeling, from the close combat of the middle spot, to the stairways leading to the boom, to the uneasy surroundings of the greenhouse. Process is really good in this regard as well. You have a wide open spot with massive death counts, a small round spot that's easy to flank and chainsaw, a long sniper friendly corridor that also has stairs to the side, a raised platform that is exposed on the sides and back, and the area behind it which is lower and exposed on the sides...each spot feels hard to defend in unique ways.
That's it for now....More thoughts as they come. I would love to try my hand at making a GOW multiplayer map, but currently there is no way...let's hope more maps are coming in the future :)
Monday, May 14, 2007
...new cd reviews
Got a bunch of new cds to review...I think I may wait to do new reviews until I switch over to the new blogger....and I can't switch to the new blogger until the have 3 column teplates...
decisions, decisions...
decisions, decisions...
Wednesday, March 28, 2007
...one thing
One thing that is annoying me right now. That baseball game commercial with "Breed" playing. I really think the songwriter would be pissed if he was alive.
Sunday, March 11, 2007
... went to GDC this week
GDC is the Game Developers Conference. I find it both inspiring and informative at its best...Some highlights are hanging with people I haven't seen a while, meeting new peoplem a couple of the talks I went to (Gears of War, Agile game design, Kenji Inafune...though I think I missed the best one, from talking to my friend Nat by this man) and seeing one of my idols Mr. Miyamoto talk. Shigeru Miyamoto is basically to games what John Lennon was to rock....it existed before him, but noone before or since has perfected it as much.
Didn't buy any new game design books but that's ok...I just finished reading a couple (here and here) so I need a little break....
Besides that, still very busy finishing Lair at work and currently learning XSI so I can convert my CS brushes into props....fun fun...
Didn't buy any new game design books but that's ok...I just finished reading a couple (here and here) so I need a little break....
Besides that, still very busy finishing Lair at work and currently learning XSI so I can convert my CS brushes into props....fun fun...
Saturday, February 17, 2007
...killing in the name of...all that which does suck
Man these are some of the worst live vocals I've ever heard:
I can't find the solo black hole sun, but you get the point...
I can't find the solo black hole sun, but you get the point...
Tuesday, February 06, 2007
Wednesday, January 24, 2007
Monday, January 08, 2007
Tuesday, January 02, 2007
Thursday, December 28, 2006
Saturday, December 09, 2006
...I've been busy
Wednesday, November 29, 2006
Tuesday, November 14, 2006
Sunday, November 12, 2006
...tis the season
Games, Games, Games...unfotunately always coincides with much work. Gears of War, Guitar Hero 2, Wii...not enough time!
Tuesday, October 31, 2006
Friday, October 27, 2006
Monday, October 16, 2006
Saturday, September 23, 2006
Tuesday, September 12, 2006
...and now I can finally buy an ipod
"iLounge: iPod is getting enhanced today. 60% brighter with brighness control, 3.5 hours video playback (up from 2 hrs... big version goes to 6.5 hours), new headphones, gapless playback"
Monday, August 21, 2006
...Cache
See this dvd! An awesome thriller comparable to Hitchcock with a little David Lynch thrown in. You may hate the ending as it's left to you to decide what happened but otherwise it's a must see.
Cache on dvd
update: link fixed
Cache on dvd
update: link fixed
Sunday, August 13, 2006
Friday, August 11, 2006
...I can listen to Jimi, but I can't hear him
I'm playing Dead Rising right now on my 360. Fanatastic game, with the worst saving system ever. I can see in theory why the structured the system as they did, but in practice it's terrible. I garuntee you will get screwed early and often...it's probably not a good thing when your game welcomes a new player with the first time he dies by making him lose hours of work...
In spite of this the game is phenominal! Can't wait for DR 2...
In spite of this the game is phenominal! Can't wait for DR 2...
Wednesday, July 26, 2006
...dam pics
Trip was great...thanks to family and friends - and to the few poker books I've read :)

dad doesn;t look happy here, but he is

mom brought her most recent 20 or so paintings

ahh relaxing in the park

behind us english students (on vacation? school trip?) were drawing the trees...there were so many younger european high-school age people - a lot were unsupervised...what a cool place to go at a young age

mmm...this is the "creamy"...delicious fresh, raw, new herring

there's other seafoods there and drinks - but I come for one thing!

my room was small...and hot! damn mom and dad brought florida with them

yonce (sp?)...so cute

Henk and family with mom and dad...always show us a great time...thanks so much

Yonce eats well...

I'm not sure what this is

this is the shirt Anna-Sophie wants from the outlet stores in Florida

"the only english store in the village"

most stuff is so expensive after the switch to the Euro, but some stuff is really cheap...take for instance simple broodjes (sandwiches)...1.50!

more park...taught mom and Anna-Sophie how to play poker

under the bridge...riding the self-powered boats in the canals

my last night we had a nice dinner with friends

dad doesn;t look happy here, but he is

mom brought her most recent 20 or so paintings

ahh relaxing in the park

behind us english students (on vacation? school trip?) were drawing the trees...there were so many younger european high-school age people - a lot were unsupervised...what a cool place to go at a young age

mmm...this is the "creamy"...delicious fresh, raw, new herring

there's other seafoods there and drinks - but I come for one thing!

my room was small...and hot! damn mom and dad brought florida with them

yonce (sp?)...so cute

Henk and family with mom and dad...always show us a great time...thanks so much

Yonce eats well...

I'm not sure what this is

this is the shirt Anna-Sophie wants from the outlet stores in Florida

"the only english store in the village"

most stuff is so expensive after the switch to the Euro, but some stuff is really cheap...take for instance simple broodjes (sandwiches)...1.50!

more park...taught mom and Anna-Sophie how to play poker

under the bridge...riding the self-powered boats in the canals

my last night we had a nice dinner with friends
Wednesday, July 19, 2006
...Fun in the sun (amsterdam pt 1 and 2)
I'm a little more than halfway done with my trip to amsterdam...having a good time so far relaxing though I wish my sis or Tamsen was here to hand out with at night :)
The trip started off not so great as the plane I was on detoured to Las Vegas right away as some women was sick. 1 hour and 45 minutes later we took off with a landing time that was after my amsterdam flight was suppossed to take off! I landed at Houston's "George Bush" airport with apprehension not wanting to spend a whole night in Houston! (withing 2 minutes of landing I saw some girl wearing a we love george w. bush shirt - yuck). Anyhwo to my luck the amsterdam flight was delayed 3 hours :)
The trip has been good so far...chilling in the park with mom and dad...eating well, walking around, seeing paintings, eating delicious "new herring".
But the highlight so far was last night. Me and Dad entered a 80 person, 60 Euro (plus 1 hour rebuy) tournament. 6 hours later at 2 AM I was on the last table and won the entire thing! (wiht a pair of 2's). There were some good player from all over and I made some silly plays (folded out of turn once, string-bet once), but I am really happy with my play...
more later...
The trip started off not so great as the plane I was on detoured to Las Vegas right away as some women was sick. 1 hour and 45 minutes later we took off with a landing time that was after my amsterdam flight was suppossed to take off! I landed at Houston's "George Bush" airport with apprehension not wanting to spend a whole night in Houston! (withing 2 minutes of landing I saw some girl wearing a we love george w. bush shirt - yuck). Anyhwo to my luck the amsterdam flight was delayed 3 hours :)
The trip has been good so far...chilling in the park with mom and dad...eating well, walking around, seeing paintings, eating delicious "new herring".
But the highlight so far was last night. Me and Dad entered a 80 person, 60 Euro (plus 1 hour rebuy) tournament. 6 hours later at 2 AM I was on the last table and won the entire thing! (wiht a pair of 2's). There were some good player from all over and I made some silly plays (folded out of turn once, string-bet once), but I am really happy with my play...
more later...
Tuesday, July 11, 2006
...Amsterdamage!
So I'm going to Amsterdam in a few days. I look forward to resting and NOT staring at a screen for 10 hours a day :)
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