Cardia on 26/3/2007 at 23:41
Quote Posted by Sangman
Do keep in mind Deus Ex was made with ye olde Unreal Engine back in 2000, so to expect GTA-like open areas is a bit unrealistic.
Though out of all 3 cities (New York, Hong Kong, Paris) what'd be your favourite?
Hell's Kitchen felt a bit more city-ish to me but I liked Hong Kong - it felt way more "alive". As for Paris.. Meh, that was just a road and a couple of buildings (like all of the cities in DX2)
i´m not complainning about the architecture but complaining about the textures, several gammes that were made by that time and that had well fited textures, i liked all missions, but the better worked levels are the last ones, wich have a more omplex architecture , more detailed and better designed.
looking foward to play Deus ex 2.
Jeshibu on 28/3/2007 at 10:16
Quote Posted by cardia1
several gammes that were made by that time and that had well fited textures,
Which ones?
DaveW on 3/4/2007 at 01:47
If you open the textures you can see as it progresses to the end far more textures were being made at 256² as opposed to 128². I think that the whole buildings completely made from windows (Looked TERRIBLE in the cathedral level) could have easily been avoided though, just by altering the textures a bit.
Madin on 4/4/2007 at 00:34
Quote Posted by cardia1
Ok i finished the game last week, and i can say that i enjoyed alot this game, an entertainment game, good enviroment, good music, good gameplay, good storyline, there is just one thing that i didn´t like: at the beginning the streets were surrounded by buildings with too many windows, only windows:nono: , not even a piece of wall, those building textures could have been better worked:tsktsk:
(
http://offtopicproductions.com/forum/viewtopic.php?t=914) Patience!
Sangman on 5/4/2007 at 22:05
Looks like it differs too much from the original game's textures.
DaveW on 6/4/2007 at 03:37
I'm going to fix up Hong Kong a bit, those are the only ones that change the colouring. Although Maldin, there's little I can do to change the constant windows. My theory would be to make the texture twice as big length-wise and have a window on one side and plain wall the next so there's at least a bit of a gap. This could potentially screw over custom maps and might not even work ingame, though. :D