Quote from El Moroes[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/highland_02.jpg]
I find this to be highly inaccurate as there is visible sunshine. Totally unplayable.
Quote from El Moroes[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/highland_02.jpg]
I find this to be highly inaccurate as there is visible sunshine. Totally unplayable.
It was sunny 10 minutes ago here! I'll take a photo next time as proof (3-6 months eta)
this looks great i love it
Ok, we're taking our time (not our fault guys, there is too many good games to play) but we have that to share with you :
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00001.jpg]
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00002.jpg]
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00003.jpg]
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00004.jpg]
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00005.jpg]
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00006.jpg]
And the last one is a new police car :
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00007.jpg]
Still a lot of work to do but we are trying to have a playable version because we need to test it again.
[Blocked Image: http://i.imgur.com/cXclkJJ.gif]
Looks excellent, but I wonder how it plays :?
This map is far to realistic, the props look identical to its real life counterparts and almost every screenshot could be mistaken for a photo. This is art.
They grey tone of the lighting feels much more real, but I don't feel the sky matches it?
Also, I realise you want testing, but that uber long path that goes past a couple of phone boxes and the red fronted shop (which I'm going to assume is mid), looks really... long?
Either way, great job guys, I've been waiting for this one for a while now! ![]()
The size of this path can surprise at first but the map is as big as prodigy.
[Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00005.jpg]
in this picture I think you should remove the awning and change the door prop into something lighter (red or green). Awning doesn't suit the location.
Quote from jackophantThey grey tone of the lighting feels much more real, but I don't feel the sky matches it?
Also, I realise you want testing, but that uber long path that goes past a couple of phone boxes and the red fronted shop (which I'm going to assume is mid), looks really... long?
Either way, great job guys, I've been waiting for this one for a while now!
The sky is still not our own sky. It's the idea we want to see in the map so it's still temp.
Quote from 3DnjThe size of this path can surprise at first but the map is as big as prodigy.
Yup, and you only see the "sniper alley" of the map in these screens ![]()
Holyshit guyze, c'est que ça a de la gueule quand même.
This looks amazing, I hope you make it in time for the contest because this is a serious contender for at least best-looking map.
Holy fook, I was asking the other day what was happening with this map, now I know. DAAAAAAAAAAAAAAAAAAAAAMN.
Also I recognise the locations from the whitebox still, so you have done well there.
I think it looks very awesome.
In terms of crit, I'd like to see more color normalization, sometimes it feels a bit noisy and contrasty right now. Like there isn't one overall tone in the shots, they vary a bit too much IMO
Quote from FMPONEIn terms of crit, I'd like to see more color normalization, sometimes it feels a bit noisy and contrasty right now. Like there isn't one overall tone in the shots, they vary a bit too much IMO
Oooh. I've been thinking about normalizing the last few days. Would you do that with colour correction, or through VMT's? In the latter case, do you know of a relatively pain-free way to batch process a bunch of VMT's or VTF's?
Quote from text_fishOooh. I've been thinking about normalizing the last few days. Would you do that with colour correction, or through VMT's? In the latter case, do you know of a relatively pain-free way to batch process a bunch of VMT's or VTF's?
I think the big issue with the screenshots was lighting, they just need a more uniform lighting/control of tonal elements on props/certain textures in order to create foreground and background in the images. I'm very lazy + writing this is easy, but I really need to demonstrate it I think in order to be comprehensible.
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Additional questions: - are the colors the map is using directing to different bombsites? (ex: red for one bombsite, blue for another?)
- is local lighting being used to direct to objectives?
- where are the bombsite navigational signs? how can I figure out where to get to the bombsites?
We will surely make progress but no battlefield 3 style for our map, sorry.
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