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  1. Mapcore
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  3. Level Design

What I'm Working On

  • FMPONE
  • June 5, 2014 at 12:49 PM
  • FMPONE
    • June 22, 2015 at 5:31 PM
    • #241

    Helloooooooooooo~~~~~~ update time!!!

    Santorini is roughly 40% complete right now. It's on track.

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

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

    [Blocked Image: http://i.imgur.com/owYsGV0.jpg]

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

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


    I've also released a gun skin with my friend Thurnip (the guy who designed Mapcore's logo :D). It's called the Electro Spirit, and we're gonna make more!

    you can support our skin here http://steamcommunity.com/sharedfiles/fi…s/?id=466807664

  • cashed
    • June 22, 2015 at 5:51 PM
    • #242

    looking sexy

  • Lizard
    • June 22, 2015 at 7:28 PM
    • #243

    You beast !

  • text_fish
    • June 22, 2015 at 8:04 PM
    • #244

    Santorini's looking great. Are the roof's traversable? I don't remember feeling like there were any particularly roofy feeling routes in the graybox but I guess it's hard to tell some times. My only slight issue visually is with the bell tower with the funny blue roof (first shot). I realise it's "true to life", but in the context of a game it looks a bit like you got stoned and threw some crazy brushes.

    Good work on the skin too, I just wish it was on a gun that I'd ever use.

  • Sknpu
    • June 22, 2015 at 8:23 PM
    • #245

    Santorini looks amazing, I can't wait to try it out! That sawed off is looking great too but I'm a sucker for that sort of style :D

  • Bulevardi
    • June 22, 2015 at 8:41 PM
    • #246

    Looks amazing! Reminds me of Blue Storm from War Rock. Oh them old days... :rolleyes:

  • Mazy
    • June 22, 2015 at 9:25 PM
    • #247

    Love it! Can't wait to see it at 100%~~

  • Minos
    • June 22, 2015 at 9:51 PM
    • #248

    You sexy beast :)))

  • Vaya
    • June 23, 2015 at 10:17 AM
    • #249

    Looks good. Has mid been changed at all? I didn't like how you could shut down the CT's hold with a single smoke on the last mapcore playtest.

  • jackophant
    • June 23, 2015 at 11:06 AM
    • #250

    Map looks very nice, although the colours are a little more muted than I was hoping for.

    Can't say I'm a fan of the skin, sorry!

  • FMPONE
    • June 23, 2015 at 12:04 PM
    • #251
    Quote from jackophant

    Map looks very nice, although the colours are a little more muted than I was hoping for.

    This is good feedback, I'm going to experiment with richer color.


    Quote from Pampers

    are the bells pitch corrected? will we be able to pop some sweet tunes by shooting at them?

    That's the goal

  • Pampers
    • June 23, 2015 at 12:35 PM
    • #252

    are the bells pitch corrected? will we be able to pop some sweet tunes by shooting at them?

  • RivFader
    • June 23, 2015 at 12:43 PM
    • #253

    Did you update the workshop link as well or will you only do so after you finished the details?

  • FMPONE
    • June 23, 2015 at 12:45 PM
    • #254
    Quote from RivFader

    Did you update the workshop link as well or will you only do so after you finished the details?

    I will re-upload the map once the art is complete.

  • Guni
    • June 23, 2015 at 5:13 PM
    • #255

    Why are you a wizard god?


    Loving the textures on the domes

  • yww
    • June 24, 2015 at 12:50 PM
    • #256

    Sorry for my bad english,It seems that some people complain that the map might be too bright to be played for a long time,how will you solve the problem?

  • FMPONE
    • June 24, 2015 at 1:10 PM
    • #257
    Quote from yww

    Sorry for my bad english,It seems that some people complain that the map might be too bright to be played for a long time,how will you solve the problem?

    The map has been constructed largely using tonal shifting of one set of textures either to blue, red, or darker shades of white. This has a lot of practical use reducing texture memory usage and file size. I've also managed to use this shading method to get the level to a point where it's not particularly harsh despite having a lot of white surfaces, but if it were an issue, it's easy to tone the textures down even more using this shading technique.

  • Vaya
    • June 24, 2015 at 2:34 PM
    • #258

    do you amend the tones on a adhoc basis or did you have a 'plan' from the start (this area is going to utilise these shades of colour blah blah blah)

    I've always textured as I go (based completely on I feel) but I'd like to know what your process is?

  • FMPONE
    • June 24, 2015 at 3:19 PM
    • #259
    Quote from Vaya

    do you amend the tones on a adhoc basis or did you have a 'plan' from the start (this area is going to utilise these shades of colour blah blah blah)

    I've always textured as I go (based completely on I feel) but I'd like to know what your process is?

    I've done a ridiculous amount of tweaking per-surface.

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

    In an ideal world, all of these surfaces would have (roughly) the exact same shade of white. This is the amount of tweaking I have to do to get an even result in-game. "What if it's too bright?" -- I select the bright surface and downshift its RGB values by x amount needed to reduce harshness.

  • Michael Greenwood
    • June 24, 2015 at 5:47 PM
    • #260

    When detailing, what proportion would you say is premade props, custom props or brushwork?

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