Friday, July 30, 2010

Steam Profile Summary

I don't have enough room on my Steam profile to post this, so I'll post it here:

I am a fluent EventScripter. My premiere work is PracticeMod which no longer works because of the CSS update, followed by Squads Mod and Pure Jailbreak. PracticeMod originated from Practice Weapon Restrictions which aimed at simply restricting weapons to lower ranking members. Pure Jail Break came from Jail Break Muting, which aimed at simply muting Terrorists, Spectators, and Dead Counter-Terrorists for a free-flowing game of Jail Break.

I also started working on Array, HordeMode, PandaHacks, UnitRename, UnitScrimmage, DeadChat, Juggernaut, MercFire, Pause, Specter, SurfDeathmatch, and WeaponRestrictions. As a quick description of each:
  1. Array was to create managable arrays in EventScripts.
  2. HordeMode was a port of two cfg scripts by White to spawn 300 health bots with only knives and the players had to survive for 3 minutes.
  3. PandaHacks are a number of scripts converted from cfg to EventScript provided by TechPanda.
  4. UnitRename was a script that would change a |KTM| member's name to full Greek with a squad symbol and appropriate tags but the CSS update stopped that.
  5. UnitScrimmage was a port of PracticeMod that would allow CSS teams to have Ready Up scrimmages.
  6. DeadChat was a script to allow dead players to chat deprecated by DeadMsg (not my script).
  7. Juggernaut was a script that would spawn one Juggernaut/5 players with 999999 health and about 85% speed and the other team would have to kill him.
  8. Specter was a script that would spawn on Specter/5 players with 1 health and 300% speed.
  9. SurfDeathmatch creates Deathmatch in Surf.
  10. WeaponRestrictions was a very linear script and one of my first next to PWR. Nothing is automated with loops and every line is written out manually.

Monday, July 19, 2010

Bioshock 2 (~comparison to Bioshock 1) Review

So I finished Bioshock 2 on the 18th at around noon and I've had a list in my head of things I did and didn't like. Of course I've procrastinated on writing this and I have other things I want to get to, so I feel I must finish it already.

In short, I would say Bioshock 2 was to Bioshock 1 as Left 4 Dead 2 was to Left 4 Dead. To explain these quickly:

Left 4 Dead 1
  1. Better characters.
  2. Better sounds.
  3. Better UI.

Left 4 Dead 2
  1. Better gameplay.
  2. More gametypes.
  3. Better AI director/events.

Bioshock 2 had better gameplay, i.e. the duel-wielding that should have existed in the first, but Bioshock 1 had a better storyline and even a better atmosphere in some cases.

To expand on the latter of those statements, Bioshock 1's storyline was the People vs the Parasite, whereas Bioshock 2's storyline was the Tyrant vs. the People. Sofia Lamb does not rally the splicers against the Tyrant nearly as well as Andrew Ryan did against the Parasite. The atmosphere of Bioshock 1 is better in that you have areas that stay in your head. Arcadia, Fort Frolic, the core of Rapture (starts with an 'h', I can't look it up on the Bioshock Wiki as there seems to be a problem with it), I mean nothing in 2 compares to shutting down the core.

As with atmosphere again, when you saved Little Sisters in Bioshock 1, it looked beautiful, like you loved her, in 2 you just put your hand on her and Turn on the Bright Lights (yes, an Interpol reference). Also Somewhere Beyond the Sea was a home run for Bioshock 1, that game got me loving that song.

As far as gameplay goes, hacking was much more fun in Bioshock 1 than in Bioshock 2, sure it was realistic in 2, but who cares about realism 10,000 leagues under the sea? Health and Eve restrictions at 5/5 was ridiculous, iirc it was 9 in Bioshock 1. I'd either have 5/5 Health and Eve when I didn't need them or about 0/1 when I did need them, because you use 5 after about three or four battles on difficult then you have to run back to the store to buy more.

Ammo was annoying on Bioshock 2 and the same thing, either I had no rivets or I had too many. Default max was 48, upgrade increased it to 62 I believe which helped a little. Same with the machine gun (240 max) and the shotgun (24 max). The elimination of tonic categories was one good move for Bioshock 2 though.

I also hated how I could play on High Graphics for Bioshock 2 but not Bioshock 1 with the same specs, I noticed Bioshock 2 installing Visual Studio 2005 Redistributable. I'm sorry, TWO-THOUSAND FIVE? Code five years out of date, especially now that it is 2010 with the release of VS2010.

If there are two big kickers though that make Bioshock 1 better than Bioshock 2, these were it. First, Bioshock 1 was level-based, Bioshock 2 was linear. If you missed a Power to the People you couldn't go back for it, but in Bioshock 1 you could. The second is that Bioshock 2 had no final boss, sure you had a big horde attack you, but no Frank Fontaine trying to rape you with Adam.

So in a shorthand list for reference, things which made Bioshock 1 better:
  • Saving Little Sisters looked beautiful
  • Hacking was more fun
  • No Health and Eve restrictions
  • Ammo less restricted
  • Somewhere Beyond the Sea
  • Using Visual Studio 2005 in its time
  • Player can go back to previous levels (i.e. not a linear game)
  • Final Boss
Things that made Bioshock 2 better:
  • Duel-wielding
  • No tonic categories

Monday, July 12, 2010

Welcome to my blog!

Hello, my name is PatPeter and welcome to my blog. I've had various opinions I wanted to share with the world over the past few my life, but only in the past few weeks did I think of putting it in blog form. This blog will have the following:
  • Political Rants
  • Religious Rants
  • Game Reviews
  • Game Rants
  • Miscellaneous Posts
I'll add more sorts of categories as I think of them, this is only a rough start.