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Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

  • selmitto
  • January 27, 2014 at 8:14 PM
  • selmitto
    • January 27, 2014 at 8:14 PM
    • #1

    (Speculation/ rumour!)

    HOly shit holy shit holy shit

    http://www.valvetime.net/threads/source…-leaked.244266/

    [Blocked Image: http://i.imgur.com/Qw9hiWR.png]

    edit: new screenshot/ imgured imgs!

    [Blocked Image: http://i.imgur.com/xTxppm6.jpg]


    [Blocked Image: http://i.imgur.com/8R2pP00.jpg]

  • PogoP
    • January 27, 2014 at 8:52 PM
    • #2

    AH MAHHHHHH GAWWWWWWWWWD


    Rob Briscoe, is this what you're goign to work on?! JIZZZZZZ.


    Seriously though, looks ace if it's legit. Doesn't look too much different to Source. I wonder if it's going fully dynamic lighting?

  • Skybex
    • January 27, 2014 at 9:04 PM
    • #3

    I just hope that Source2 has an in editor model/texture importer and sticks with using BSP.


    Also there isn't anything in that image that couldn't be done in the current CSGO engine, it just wouldn't run very well. Still, I'm really happy if this is true.

  • Puddy
    • January 27, 2014 at 9:06 PM
    • #4

    daaaaaaaaaaayuuuuuuuuuuuummmmmmmmm


    please have bsp left in some form ;(

  • Mazy
    • January 27, 2014 at 9:25 PM
    • #5

    JASE!!!1giev

  • Thrik
    • January 27, 2014 at 9:30 PM
    • #6

    The amount of traffic being directed at that site right now can only be measured at the planetary scale.

  • Thrik
    • January 27, 2014 at 9:30 PM
    • #7

    Also: HOLY SHIEEEEET!!!!! Someone get some imgur mirrors up because those images are loading at like one row of pixels per minute for me.

  • 2d-chris
    • January 27, 2014 at 9:36 PM
    • #8

    knowing valve they will keep it mod friendly with good bsp support

  • Beck
    • January 27, 2014 at 9:36 PM
    • #9

    For Thrik

    [Blocked Image: http://i.imgur.com/CCI4dzq.png]


    [Blocked Image: http://i.imgur.com/8R2pP00.jpg]


    But yes... Please still have BSP and a decent model/texture importer!

  • El Moroes
    • January 27, 2014 at 9:42 PM
    • #10

    Ouuuh yes ! And if we have always an editor with easier import / export props & materials...it will be a win !

  • RaVaGe
    • January 27, 2014 at 9:43 PM
    • #11

    So it means they haven't started HL3 yet ?????????????????????????????? ermegherd

  • Thrik
    • January 27, 2014 at 9:50 PM
    • #12
    Quote from RaVaGe

    So it means they haven't started HL3 yet ?????????????????????????????? ermegherd


    lmao.


    Looks awesome though. Thanks Beck.

  • tomm
    • January 27, 2014 at 9:52 PM
    • #13

    [Blocked Image: http://api.ning.com/files/VkQqQEmdPGdvIbzf1cHJljoT3tM2uyDedNfu6WrDJ8yeOh2ea6QSTtvtk2J*wFexTfCLI90vN-dbYZ5Zuu3HqdDea378sKLE/clapSHOTTAS.gif]


    ----


    I just want to fucking drag and drop textures straight into hammer, also BSP is a must.

  • FMPONE
    • January 27, 2014 at 10:04 PM
    • #14

    Looks like mostly meshes.

  • FMPONE
    • January 27, 2014 at 10:06 PM
    • #15

    Honestly, I think you could build something like that right now in Source no problem, funny enough. Just would require a dedicated artist, same as always.

  • Sentura
    • January 27, 2014 at 10:18 PM
    • #16
    Quote from FMPONE

    Honestly, I think you could build something like that right now in Source no problem, funny enough. Just would require a dedicated artist, same as always.


    What if I told you... those were all brushes?


    [Blocked Image: http://digboston.com/wp-content/uploads/2013/09/morpheus.png]

  • FMPONE
    • January 27, 2014 at 10:21 PM
    • #17
    Quote from Sentura

    What if I told you... those were all brushes?


    [Blocked Image: http://digboston.com/wp-content/uploads/2013/09/morpheus.png]


    They're meshes, but put those same meshes in CSGO and it'd look pretty damn similar. I'm guessing the revolution is on the tools side.


    We've hit peak graphics, everybody. Go back to storytelling and all that.

  • Vilham
    • January 27, 2014 at 11:12 PM
    • #18

    Why does their vegetation still look like gash. Seriously valve. Sort it out.

  • -HP-
    • January 27, 2014 at 11:18 PM
    • #19

    27/1/2014 the day Mapcore had a colapse

  • 2d-chris
    • January 27, 2014 at 11:19 PM
    • #20

    because you work at a dev who does sub fucking surface real fucking time scattering with fucking physicalized wind impulses in real fucking time with more polygons than a hl2 character per bush, Geez our next step will no doubt be making them grow in real fucking time :>


    all jokes aside, I love Cryengine

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