Athalle on 17/12/2016 at 21:33
Simply magnificent :thumb:
Ravenus1 on 18/12/2016 at 00:15
Jaw hits floor! That forest is creepy as heck. Those screens are incredible so keep it going. :thumb:
sysyphus on 18/12/2016 at 04:23
Without question, you put out some of the prettiest stuff.
Kerrle on 18/12/2016 at 06:00
Dang. I feel entirely unproductive by comparison.
Looking forward to playing this stuff!
NoisemakerBurrick on 18/12/2016 at 14:39
Looks bloody amazing, but I expect nothing less from Soul Tear :D
goldwell on 18/12/2016 at 15:17
Soul Tear these screenshots look great however all I ever read about your missions is people complaining that the difficulty is too hard (to a trolling level) and the gameplay is bad.
With your newer missions have you taken this criticism on board and designed your new missions to be more fun and playable?
Cardia on 18/12/2016 at 15:52
Quote Posted by goldwell
Soul Tear these screenshots look great however all I ever read about your missions is people complaining that the difficulty is too hard (to a trolling level) and the gameplay is bad.
With your newer missions have you taken this criticism on board and designed your new missions to be more fun and playable?
Yes SoulTear has a superb way to create beautiful missions with outstanding design expressions, but i agree with some people that he should create a more accessible easygoing gameplay for players to be able to enjoy the mission with no stresses.
Zaratul on 18/12/2016 at 16:06
Agreed with Goldwell and Cardia.Soul Tear creates best looking fanmissions but gameplay and "difficulty" is lacking in many aspects.Lets hope he learn from his mistakes.
nbohr1more on 18/12/2016 at 16:37
This is a common issue for visually oriented FM authors. They make spaces that look good or are "realistic" but often forget to consider how "fun" it would be to navigate these spaces. Thief 1/2 OM have lots of unrealistic architecture and\or strange building layout\proportions but it's all in service of the "fun factor".
To my knowledge, the general consensus is that you should start with blocking-out the gameplay flow with primitive geometry then try to make it pretty. Doing it the reverse way is a recipe for pain as you will agonize over destroying your beautiful scenes to accommodate those pesky "player complaints".
Of course, Soul Tear (etc) are all free to work as they please and choose the harder path.
Still, nothing in those shots screams "this will be a pain in the ass to play" so it looks great thus far. Good luck.
Tannar on 18/12/2016 at 18:31
These pictures are just astonishing! :wot: