Well I assumed that for a good while as well, since it was free when you went to school and all.
I didn't know shit when i was a kid, so I donno ![]()
Well I assumed that for a good while as well, since it was free when you went to school and all.
I didn't know shit when i was a kid, so I donno ![]()
WHAT NEXT?!? CANCEL CHRISTMAS!??
FILTHY AMERICANS RUIN EVERYTHING!!!
Some pretty good looking stuff. However the first thing that came to mind from looking at those pictures was the lighting in that first TS map. You could get it looking a whole lot better if you turned down the environment/sky lighting and had some more moody light from the windows and street lamps.
Yus, Commandos 1+2 ftw!
Morten Hedegren - Io Interactive
Some pictures, no idea why they chose to release these since there were some that were alot better, but I guess thats Eidos' fault ![]()
[Blocked Image: http://i.i.com.com/cnet.g2/images/2006/207/934403_20060727_screen001.jpg]
[Blocked Image: http://i.i.com.com/cnet.g2/images/2006/207/934403_20060727_screen002.jpg]
Really like it, nice to see a Doom 3 map thats actually different~
Haha, Gearbox certainly digs tha core ![]()
Awesome shit, grats~
Well, not funny, but it does make you think of how cool it'd be if you could actually fall by accident in games ![]()
Pretty nice style they got going there, donno if I'd be able to sit through an entire feature film looking like that though
(Bet it gets kind of annoying on the eyes after a while).
Donno about the actual plot, that description looks kind of meh ![]()
Looks cool for some DM action. Might just be me but the ceiling painting seems to sort of stick out by being a bit too grey/desaturated, where as most of the other stuff seems a lot more saturated. But its kinda late here and my eyes might be seeing strange things ![]()
Ah okay, I was thinking it were some real attention seeking areas which were near impossible to miss (You know, having a big portal standing in the middle of a room that lead somewhere, with nothing behind it), but now I see that its not on that huge a scale. Anyway, with Fractal its pretty obvious that they got some portals going, but its ages since I tried that one out and never really thought of the fact that you could watch the map going all the way down.
Looks really good and fun map. Quite an achievement for your first HL2 map, and in just a few months. Visually I think its sort of a mixed bag tbh. Most noticeably the parking lot and subway seem to kind of stick out
Those tiles in the subway are just used way too much without any trims to, adding just some few around the ceiling would do wonders I bet. Also it seems just a tad too close to the ceiling, but maybe that’s just me. I know its kind of hard to make a parking lot look interesting, but those textures and colour schemes are really dull and just look way too bland. Also the lighting contrast in both the subway and parking lot is kind of all over the place, instead of having some more defined shadows that sort of outline the room. But by the little Source mapping I've done I really had a hard time getting some proper inside lighting, so I totally understand
, it’s just a shame when the outside lighting looks so much cooler.
Also as ferret mentioned it also has a somewhat HL1'ish feel to it in terms of claustrophobia, which I think is totally forgivable given the relative huge size of the outside.
Anyway I hope I'm not coming on as mega negative here, I think it looks really good and just with some minor additions it could look great.
Heh, I stand corrected. Could've sworn that Unreal didn't have that kind of tech, and I really dont remember that in the singleplayer or multiplayer portions of the original Unreal. Was it something they had in the engine but wasnt used until later on by the community, which would explain why I never saw it?
Anyway, I'm fairly certain the maps that came with UT didn't have this kind of stuff, otherwise I'd have noticed ![]()
/me hides
Looks pretty good Zap, must be quite rewarding to do pretty much everything graphics related yourself, a real sense of ownership you down get often on big productions.
Yeah, I remember seeing the Prey stuff a good while back and it obviously looked pretty solid there. Regarding Unreal's portals then I think its sort of out of context. What makes Prey's portals impressive isnt that they're portals, but that you see whats through the portal, you didnt do that in Unreal (Or anything before Prey afaik).
Anyway, from what I've gathered Prey had a really bumpy development altogether and it wouldn't surprise me that some of the problems where connected to the portal tech.
Also interesting in that movie is the things he's talking about with dynamic enviroments. You can pretty much spell physics in his words, which I guess wasn't anything new even back then, but still pretty interesting.
Hehe yeah, saw it a while ago on archive.org (That and another one that took 51 minutes I think). They got quite a bunch of speedruns there for those interested~
Aye, looks pretty interesting~
Pretty fuckin rad, the forest stuff looks alot better in this one than in the episode 1 end movie, very goo~