Posts by mr.P
-
-
After my recent sojourn I'm back in a more familiar milieu as I'm joining some old friends and colleagues at Embark Studios for new procedural adventures!
Will update the job listings with relevant positions, I know we looking for more awesome devs to join the studio!
ggs
-
Quote from zombiDisplay More
On 2/22/2020 at 11:19 PM, zombi said: Hey, I will try give some more detailed feedback, but it's really time consuming.
For now I just found few things while playing match.
I can't see my crosshair because of too strong light
[Blocked Image: https://i.imgur.com/bWAlHP0.jpg]
You have some places with gaps like this. It's really bad for gameplay.
[Blocked Image: https://i.imgur.com/J0jgB8G.jpg]
Weird spot. I think it's better put some barrel to cover than thing that cover all your body and giving you small gap to face.
[Blocked Image: https://i.imgur.com/og08O8R.jpg]
About barrels and containers. I have no idea how they put this big containers inside. Normal forklift or even 2 woudn't be able to do that and for sure it won''t be safety.
Also there is too much barrels. Only cover we have are barrels. It's a little boring to be honest.
Last. You can't see your beautiful graffities on CT spawn because of water

[Blocked Image: https://i.imgur.com/dYQXRcO.jpg]
The map is nice and original, but gameplay needs some corrections. I will try give some newbie feedback tomorrow. Good job man and don't listen frustrated people. It's hard to make original layout and I respect you made it.
Thanks for the feedback, The hiding angle behind the light should have been fixed in a previous update, I'll go ahead and fill in the peeks through the bombs and see what I can do about the over bright wall...
I've kept the two layer of stacks for the barrels, but perhaps I need to swap them on either side to break up how repetitive they become, I agree what you are saying about the big containers, they do feel a little out of place, here are some of the reference images I've been using for the interior:
Will see if I can find any more fitting props,
-
Quote from El_ExodusDisplay More
4 hours ago, El_Exodus said: When I played the map I had a few concerns
The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.
The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.
Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky
Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more
In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.
I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.
The map's got a sick theme and I'd love to see it become the best it can be. You got this ?
Thanks, agree with a lot ...especially timings needs to be improved upon, think I'm going to remove the outside part, it didnt turn out how I anticipated,
-
If I knew it would be this upsetting I would have made 2-3 more maps - thought Graveyard was a pretty modest submission, although completely different, Every since the introduction of Flying Scoutsman I've been wanting to piggyback of those mechanics, I really want to test a defuse map in low gravity, would it be competitive? Who knows. Would it be fun? Who knows. Been a few super cool outside-the-box concepts that didn't make it all the way, like that space station and underwater map,
I've really enjoyed the theme and premise of this competition, hopefully it wont be the last! Would be cool to have a dz contest
-
Quote from RingelDisplay More
20 hours ago, Ringel said: I really like the aesthetics and atmosphere!
The content cannot be displayed because you do not have authorisation to view this content. A few things I noticed while running through the map:
The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. The content cannot be displayed because you do not have authorisation to view this content. thanks, will have these issues fixed
-
-
-
-
-
Quote from JorisCeoen
39 minutes ago, JorisCeoen said: Cool! Are the walls and ceiling still part of the placeholder model (if it is a placeholder at all)?
All interiors are made with the modular Nuke assets, this is how it looks with/without:
This is one of the refs I've used,
In contrast to the organic exterior the interior is made up of vertical and horizontal lines with splashes of color
-
-
Been playing around with some forests in Unreal, did this during a afternoon a few weeks back,
The vista is missing a secondary layer of high mountains, probably snow capped,
Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer,
Thought I'd post something since it's probably been a year or so since I did WIP -
heading to the US for now, taking some time with the family etc., hopefully back on track with something later next year

-
after almost 15 years, over a third of my life...I'm no longer working at Avalanche Studios, ggs
-
-
Quote from JackT
21 hours ago, JackT said: One quick question. Has the layout changed or is it still over sized?
the layout has changed a few times, not making any mega changes now though, not sure what you mean with over sized...the map takes place on a aircraft carrier, they are pretty massive, the map itself is slightly smaller than dust2 with similar view distances,
its not a corridor map if thats what you mean...
-
another wip from the starboard side, minor adjustments trying to blend the ground and rock together, the size of some of the palm trees suggest they were seeds 3-4 years ago, add additional 1-2 years for my fictional event at Suez Canal, I'm going to base the hull decay on 6 years fictional wear and tear
-
today was the first day in months that I had time to work on my submission, I've started to add som details to the outside area, also did some optimization this area was previously around ~180FPS (now ~280FPS) in addition I've also tested all the new player skins, to see if readability was compromised - it wasn't,
-
This map is available to download here https://steamcommunity.com/sharedfiles/fi…/?id=1833955880
Been having some issues with textures etc, but hopefully it should work now, ironically I forgot to change the visibility to friends only which drew a larger crowd than I wanted (I usually upload my wip's and keep it as hidden/friends only for a few days so its buried in the noise) ...thankfully the steamworkshop bots saw that the submission was trending and downvoted it, crazy to see how fast they are!! haha
Where did you get that model cuz damn that thing slaps. You might want to break something else big like the bridge or its radars, cuz it looks a little too pristine.
@JackT There is a playable version available now, still very wip, but it's at least something...
@Interfearance The model originates from another unreleased/unfinished project, I hope that the completed version will look a little bit less pristine,
@Ynel Thanks, you can try it out now if you want
@JorisCeoen Ah yeah, you are right, never played that game so had to google it
@Vanx Thanks, will see how much the carrier affects the performance, I don't think it will be any problems, its rather few polys and very simple geometry (all static)