2 results for "a26d67c30c0a1c9e010e3ba81fb31e15"
>>544719481
Hang 'Em High
"Hang ‘Em High was either an awesome, amazing map or a terrible, horrible experience depending on whether or not you understood how powerful the pistol was. I think once people understood the pistol, amazing map, incredible map. If you didn’t understand the pistol and you were just at the receiving end, it was a terrible experience. I had that experience. It took me a while before I realized how powerful the pistol was." -Max Hoberman

Zanzibar
>"Yeah, Zanzibar was an amazing, balls to the wall accomplishment. We did that thing so fast and we were so ambitious with it and we did it because we had to. We were like, 'All right, you guys are in charge of figuring out what we’re going to be showing at E3. Go.' We had maybe six weeks or something. It wasn’t long at all, I don’t remember. It wasn’t much time. Over the weekend, Carney and I talked about it. He came back on Monday with a paper drawing. I looked at it and give some feedback. Mostly changing some of the pathing to create more loops like allowing you to actually drive through the fan which originally you couldn’t do and some of the little side paths and stuff like that.

>Within a day, we basically locked the paper design and we built it. Honestly, it really barely changed from what we did there. Hopefully a lot of that, we’d been working on multiplayer for a while, we’d created a lot of maps so I think a lot of that experience we gained along the way we put into that map. It’s impressive how well it turned out. I love Zanzibar. Zanzibar is such an awesome map for so many reasons." -Max Hoberman
>>11854261
When you sink your teeth into it, the heaviest games tend to clock in at 640x480 (low res 480p, still higher than PS2/GC 448p.) Halo 2 being a good example, where it's not running at the true 720x480p, but 640x480. Many Dreamcast games clock in at 720x480, and many Xbox games do too such as Psychonauts. Psychonauts is also an interesting game to look at. It has level loads separating maps, but they're only a few seconds long. It is full of bump, specular mapped textures, dynamic lights, runs in high res 480p mode, is locked to 30fps and very high polygon environments AND 4xMSAA.

Xbox had so many resources that depending non developer priority it could have drastically different goals for its output on Xbox. Titles like Scrapland has seamless on-foot and vehicle movement in a bustling open world, many 480i PS2 games clock at 720p on Xbox, developers can overclock the GPU through software for extra perf . When you play games like Thief 3 it's obvious they wouldn't be possible on the competition. Conker is frequently brought up as a beautiful game, and it sure is. The fur shader looks way too good and even in terms of CPU grunt, this is a box which let you take 4 players online on the same console split-screen in Halo 2 into 16 player matches.

It's truly difficult to clock depending on what the developer wanted to go for. It feels like all the internet has paid attention to is Gamecube games due to how easy it is to emulate. Xbox is known for its big meme games like JSRF but there's so much more to it. Whether a developer wanted to flex CPU or different techniques the GPU was capable of, the known quantities of some games like HL2 give off a bad impression of the console but there's ton to bear witness to. Stranger Wrath, Ninja Gaiden, Otogi 2, Double Steal The Second Clash - all these are stand out games with incredible presentation.

GrimDoomer explains some of this in his Halo 2HD project.
https://www.youtube.com/watch?v=O_nk21389u8