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  3. 0kelvin

    2018 FIFA World Cup

    VAR ref ball?
  4. [HP]

    The Last of Us Part 2

    I wonder if this is another Bioshock Infinite scenario, where a sizable portion of their e3 demo was ingame and it was running, but it wasn't game ready code, it was made for very specific proof of concept contextual situations. Many teams treat their e3 demos like their midproject vertical slice, where they still take a lot of liberties and they'll figure out how to do it for real later. Anyway. This I think can be dangerous and leads to unrealistic expectations from gamers and no less problematic for the devs. When they get back to the office stressing out how they'll actually turn what was shown into a full game. This is all speculation of course, usually naughty dog does deliver in terms of quality always, and I'm a huge fan of everything they put out.
  5. jd40

    [WIP] de_biome

    Update! Thanks to all the feedback I've received I determined that bombsite A needed a few changes. There are now spots where you can comfortably hold the site without having to worry about getting shot in the back, whereas previously you basically had no chance but to fall back or push somewhere. Here's a gif showing the changes: Screenshots of the new bombsite and surroundings: And here's some other stuff I've updated recently but haven't posted in the thread: Wingman mode takes place on bombsite B Other improvements and polish:
  6. Tisky

    2018 FIFA World Cup

    Crazy games!
  7. FrieChamp

    2018 FIFA World Cup

    Congrats, Mexico! Deserved victory.
  8. Vilham

    The Last of Us Part 2

    So that guy pretty much agrees, everything is technically possible to do. Its just not realistic that everything is that systemic and that perfect. Hes also not bringing up the actual events that happen that are too well framed for it not to be massive scripted. This is an uninterrupted sequence of 7 minutes. I've seen/done the work that goes into getting a perfect take for gameplay footage/trailers numerous times. Getting 7 minutes without any hick ups (not even the slightest little thing) is completely unheard of. I'll break down the number of perfect things (systemic or otherwise) that happen then you tell me if you think that is possible to capture without anything going wrong. 4:32 - jump down is perfectly timed with the camera coming around to look at them. (so they have a quick pause in their patrol at the top, perfectly normal, they happen to drop down just as the camera brings them back into frame. That requires perfect user timing/input to capture (thats the running theme, the person "playing" this has to remember and nail the timing on all the camera movements)) 5:08 - onwards definitely scripted but I imagine its meant to look that way. 5:49 - climb up and lo and behold two guys in a patrolling behaviour are perfectly there (again given the systemic nature of the systems claimed and the openness of the levels in TLOU1 where scripting that stuff becomes impossible, seems very convenient) 7:00 - perfect timing, guy jumps down (remember open nature of encounters, where the AI are any time is essentially random) just as the fight has concluded. 7:05 - pretty sure the AI wouldn't be able to take that 2nd shot from his position given the cover in the way. He would of had to fire and move at lightning speed to get to a position where he could fire. 7:06 - conveniently placed AI (remember open nature of encounters, where the AI are any time is essentially random) 7:25 - o look two more incredibly well framed and conveniently placed AI (remember open nature of encounters, where the AI are any time is essentially random) just as you turn the camera 7:40 - really that's part of their AI behaviours, impressed if it is. 8:15 - perfectly timed guy starts shooting (remember open nature of encounters, where the AI are any time is essentially random) just as the fight has concluded. What happened to the 2nd guy who was behind you, why in all the time hasn't he moved up to engage given that he was happy to after the first encounter. 8:29 - another perfectly timed AI (seeing a theme yet?) 8:34 - another perfectly timed AI 8:44 - another perfectly timed AI, infact the guy that probably should of been shooting at you before given he had a good minute to get to the fight (he was surprisingly fast earlier but now hes not, almost like they despawned and respawned him there) 8:46 - another perfectly timed AI 8:47 - misses and blows out the glass, totally achievable, just requires you to litter the level with markup and destructible objects (technically possible, doubt you can have it on a default PS4 and all this other complex AI perception, destructibles, etc) 8:53 - perfect timing again 9:50 - lots of AI failing to see you even though they do in other situtations (light/dark stealth mechanics potentially) 10:00 - we are now at about a minute of a perfect stealth encounter in a small space with 4 AI, not a single hick up 10:07 - at this point we are assuming physics objects everywhere right, why did not a single physics shelve get destroyed in that explosion yet they do 2 seconds later in a small melee fight, also note that the destruction there was very specifically only the bottom part he hits. 10:13 - where the hell did bow woman go, she was literally 10ft away from you, yet she doesn't appear in this fight for another 10 seconds 10:18 - ok so ai markup with destructible, again totally possible, but extrapolate this to be systemic and there are about 50 destructible in this shop alone, yeah good luck getting that running on a default PS4. 10:24 - lets say they are using the IK system from god of war for the hammer impact, in god of war that is only on Kratos, here presumable for it to be systemic its on every single AI in the scene. yeah good luck getting that running on a default PS4. 10:26 - o there's bow woman, what perfect timing and then she gets perfectly framed by some pretty lighting showing of real time reflections. 10:35 - hammer man just took 10 seconds to move 5ft and then perfectly timed to attack as the last person is dead So yeah, all of that stuff has to happen for this perfect recording. 23 separate events that given the AI systems they have should be completely unpredictable. Like if hammer guy at the end didn't somehow take 10 seconds to move the who thing would be blown. Honestly its so obviously scripted this shouldn't be a talking point. Its no different than The Division 1 E3 reveal. My quote from back then in 2013: "It's not the graphics tech that is impressive, its actually quite mundane stuff that unreal and cryengine have done for a few years now. Its the absurd amount of detail in the scene + all the effects + all the "non scripted" things like the car door being pushed.and the car getting shot and having a hundred holes made in it. Those together make me extreme skeptical, especially considering Ubisofts significant downgrades on WatchDogs since its first reveal." Its the same thing here. Its not that things can't be done individually its all of it together and too many "non scripted" things happening. If they have managed to pull all of this off, hats off to them. I'm looking forward to the game either way.
  9. FrieChamp

    2018 FIFA World Cup

    Argentina - Iceland: 1-1. The Northeners are at it again! Got my Germany jersey on and look forward to today's match against Mexico.
  10. NikiOo

    [CS:GO] De_BigAssStatue

    Well for starters, A site is inside a warehouse, while B is entirely open. There are going to be a lot more natural hills and cliffs surrounding B site and a lot of orange and green. For A site I'm thinking I might add some blue lights as it's one of the few interior areas in the map so it's gonna have orange and blue. Also on B site one of the hands of the statue is sitting there, while the other one in B is still being assembled. Here's one of my references for B: I don't know what the statue is gonna be made of yet. Gonna have to do some more research into it. I'm definitely gonna try and make them look as distinct as possible.
  11. Andre Valera

    [CS:GO] De_BigAssStatue

    I like the direction you took the map, what are your plans to differentiate each of the sites thematically? (unless of course... that's top secret information)
  12. Noodle King

    The random model thread!

    A 2018 Harley Davidson Softail Fatboy that I worked on for around 3 months. The final product is something I'm pretty happy with. There's a bunch more renders and wireframes on my Artstation, so go check it out if you'd like: https://www.artstation.com/artwork/NXBDP And tell me what you think!
  13. Last week
  14. blackdog

    Control (Remedy)

    Finally bailable, the video of the panel Geoff tweeted about a few days ago: ten min of gameplay (from which the trailer was taken) and some explaining Animations look rough and this pulling debries to shield don’t seem to impact the environment the way they explain it… but maybe is just because the early stage of dev. It would be very interesting to find out how the place reconfigures the way it does.
  15. blackdog

    Counter-Strike: Global Offensive

    Had a very good match the other night just after the update anyway new smokes are being posted all over of course there are still clipping problems
  16. NikiOo

    [CS:GO] De_BigAssStatue

    Made some more changes to the approach path to B site: Before: After: Basically I've extended the warehouse more towards the site and I've moved the connector between the two areas closer to the site. Firstly this shortens the long sight line of the lower entrance to the site, which now makes it more viable for pistol rounds and rushing with SMGs. The upper path is pretty much more suitable for long range weapons, while the lower one is better for pistols, SMGs and a tad bit of shotgun. It also makes it a little easier to defend by 2 CTs, while the lower path also gives them a good option for pushing up for information. On top of that, this deals with the bunch of bad angles, both inside and outside the warehouse, shifting the crossroad to 2 triroads. Some more screenshots of the changes: Also added this wooden stuff so it's not as viable to play under the crates as CT: And now some quality of life improvements on A site: The back of the site is now slightly elevated, rather than lowered, lowering the height difference, especially towards uppers. It also makes it much easier to clear as T, and feels better playing behind the statue. Here's the full overview: I'm stepping up my radar game with the gradient background. I recently discovered that I can insert images from Imgur, as I'd already reached my MapCore Attachments limit, so I'm gonna be flooding you with more of these. Better prep yourselves.
  17. GrillusRetardus

    WIP in WIP, post your level screenshots!

    An update for my de_tides remake. I've been mostly focusing on making models
  18. Yeah I linked the topic in my post, he kept it up for a while but then stopped. I guess it’s too time consuming keeping up with all these socials when you are alone or very small team.
  19. blackdog

    Resident Evil 2 Remake

    You just need to go to the shop and buy it hopefully will be on Steam too. I think the times of Jap release only are long gone?
  20. Hey guys, just a heads up, we're looking to hire a senior level designer to work on Fortnite at Epic Games HQ in North Carolina, cheers! https://epicgames.avature.net/careers/JobDetail/Senior-Level-Designer-Fortnite/3141
  21. mr.P

    WIP in WIP, post your level screenshots!

    been working on a steam vr home scene, its about 90k*90k hammer units so pretty big - yet compiles and runs surprisingly well, the scen appears brighter with oculus/vive,
  22. Vorontsov

    Resident Evil 2 Remake

    I'm going to try and do everything in my power to get my hands on this game. Resident Evil is one of my favourite franchises, can't miss this one.
  23. [HP]

    Fallout 76

    Game is not even out yet, and there's already a making of. We sure live in weird times.
  24. Tisky

    2018 FIFA World Cup

    Portugal - Spain was entertaining. Can't wait for Argentina - Iceland, i need that volcano! https://www.youtube.com/watch?v=PVq0MrmezpI
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