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  3. mr.P

Posts by mr.P

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 29, 2015 at 2:59 PM
    Quote from Jonny Phive

    Hi friends! Hope all is well! Been working on this project off and on for about ~3 years. Trying to be more open and stay motivated to get it pass the finish line. Its my love letter to classic spy films. ;) All very WIP at the moment..

    -jonny

    coolest shizzle I've seen in a while, true concrete porn! looks insanely crisp! ...and that camo over the crate....gaah

    a minor thing, the checker texture in the last shot looks a little too clean,

  • heat2

    • mr.P
    • October 25, 2015 at 10:02 PM

    good feedback from the mapcore playtest! thanks!

    so, had some yesterday to make some minor adjustments:

    - new layout, less cod, more classic (hopefully)

    - removed the guard tower and close by hesco barriers at A site (will hopefully make that small nook on the ct-side of A more useful)

    - tweaked the light exposure and bloom (still need to test it on a few other computers to make sure its not over bright)

    - added some $detail to tank and iron dome

    - various clipping issues (trees and stairs)

    - tweaked distance fade on a few props

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • mr.P
    • October 24, 2015 at 6:54 PM
    Quote from clankill3r

    Another thing i never see mentioned is vulkan. Previously known as nextGL. (As in the next openGL). Valve, and a lot of other companies are working on vulkan. Vulkan is way more cpu friendly then openGL is. And a lot more that you can look up if your interested.

    I wouldn't be surprised if they want HL3 to work on Vulkan to get the best out of it.

    yeah glnext, think its pretty certain that all major engines will support it :)

  • heat2

    • mr.P
    • October 23, 2015 at 8:31 PM

    thanks lads

  • heat2

    • mr.P
    • October 23, 2015 at 5:06 PM

    soooo...

    been posting some pic in the wip thread the past few weeks and now its ready for a first release,

    +100 custom props, can't remember how many made it into the map since I had to cut a lot, a lot of them was made in Source2 hammer

    +90 custom materials, some were cut...


    anyways, here are some fresh screens + dl link, don't be shy with your feedback!


    http://steamcommunity.com/sharedfiles/fi…s/?id=540249181


  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 21, 2015 at 12:36 PM
    Quote from Vaya

    The missile launcher thing is another example of this. It seems to have some form of self-shadowing (going by your screenshots above- at work so I can't check in game) but it seems kinda weak. not sure if pumping up the shadow control would help if these are just dynamic ones?

    ya, will see what I can do, that mesh is wee headache because of collision etc, so will probably need a little rework, amt I'm pretty antsy to start with the next project :)


    anyways, the latest addition is the heat hotel landmark, similar to the bell tower in inferno it can be seen from most key areas in the map, and will hopefully help with navigation

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 21, 2015 at 9:18 AM
    Quote from Vaya

    Biggest issue imo is the lack of shadowing/contast on certain props. Seems brighter than the surface of the sun in areas due to this

    Very nice apart from that! I like

    spanks,

    lets hope we get ssao on models for christmas! :D the balconies and windows pops a little for me, was hoping not having to bake ao for the wall props since they all share the same material, but if it has to be done it has to be done,

    also noticed that some of the polys on the siderwalks and some barriers are lit incorrect, disabling vertex lightning might solve that,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 20, 2015 at 10:26 PM

    you know you are close to release when making the overview img, anyways don't mind the background on the loading screen that will be changed once the map is done, was hoping some friend could hook me up with some pimped out img...

    was concerned about the file size, but after some opting its down to 71 mb (without any severe quality loss) and that includes keeping the 4096 backdrop texture

    you guys can test it here (there are some obvious bugs etc) http://steamcommunity.com/sharedfiles/fi…s/?id=446241636

    got some clipping and minor tweaks left before the pitchforks can rip it apart,


    once its done and released I will remove the public access for the map and keep it private for testing,

    (screens are taken on potato laptop)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 20, 2015 at 9:42 AM
    Quote from kinggambit

    Anyways, I'd appreciate some advice on what I need to improve on. The suggestions on giving the environment more shadows definitely helped make the map less ugly. Not sure if enough though:

    been a while since I tested this map, looks like its coming along good, are the screen taken from a final compile? (-staticproppolys -textureshadows -staticproplighting etc) and do you have any cc?

    its still feels a little dark, think its the combination of the skymap and the wood textures, perhaps try to crank up the light environment, but it might also just be that you need to run it in final compile and/or add a cc (or add reflective to some textures

    cloudy

    bright day

    night

    overall simplify the brushwork and swapping some textures might also be helpful

    since it looks like its placed high up in the mountains it would be cool to have some type of plateau or vista point

    also looks like you have good amount of details in the interiors, so perhaps tune it down in the outside areas, a simple thing would be to remove the weeds from the ponds (but keep the lotus), might also help to turn a few of the ponds into sand gardens,

    bonus: it's a Korean temple if I remember correct(?), I'm totally going to nerd out and say that you should incorporate the following areas https://en.wikipedia.org/wiki/Korean_Bu…#Typical_Layout

  • [CS:GO] de_proxy [WIP]

    • mr.P
    • October 19, 2015 at 10:33 PM

    love the theme! looks good,

    if you want some custom textures with a Swedish bunker-theme you can check out this release https://www.patreon.com/posts/1140309 don't mind if you copy paste parts of it either :)

  • de_relict Project Thread

    • mr.P
    • October 19, 2015 at 9:05 AM

    looks cool, you got a overview/layout as well?

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 16, 2015 at 12:51 PM
    Quote from will2k

    P, this looks sick AF :-D; spot on composition.

    You should consider switching this into an Insurgency map in the future; the theme fits perfectly well.

    thanks :)

    ye, perhaps, going to see how it turns out, then perhaps redo something similar for Insurgency, been a while since I played it and it might be fun to do something else than csgo

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 15, 2015 at 11:50 AM
    Quote from RivFader

    Nice, I wonder how the towers will look and play like.

    thanks :)

    me2, the only tower reachable is the one in the last pic, still debating with myself if I should remove the other towers to avoid confusion

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 14, 2015 at 5:40 PM

    after some r&r slacking I'm back in biz...this heat remake is sure taking some time, but we are almost there...a few screens from the latest compile,

  • Map talk. [Help me decide]

    • mr.P
    • October 13, 2015 at 10:52 AM

    for some reason I thought it was our good 'ol PhilipK you were talking about, and that got me all hyped up, I might just be old and dusty but pretty sure other people might think the same :) anyways, I enjoy this topic,


    in cs-history there has been a few maps like this, one of the first map I ever played in CS had a similar feature...

    cs_bunker anyone? ...bet some people (hopefully) remember that, there was also another super cool map called foption, where the T had to open a door at the start of every round (somewhat annoying after a few rounds but the brushwork on that map was amaaaaaaazing)

  • [csgo] cs_cruise

    • mr.P
    • October 10, 2015 at 12:18 PM

    saw the release on the workshop, will take it for a spin later! been a long time since you started working on in, congrats to the release, it looks amazing!

  • WIP in WIP, post your level screenshots!

    • mr.P
    • October 6, 2015 at 2:58 PM
    Quote from Promulle

    Some screenshots of the map I 'm working on.

    Not that far, as you can see.

    Still alot to do, but getting rid of the blue snow (I do not want those snow textures to look blue) is priority right now

    Maybe a own thread for the map is following soon.

    Display More

    I like snow maps!

  • [csgo] cs_cruise

    • mr.P
    • September 28, 2015 at 9:33 PM
    Quote from Skybex

    Been a bit slower with updates than I would have liked, but still working hard on the map.

    So very close to having a release, but still have to do a lot of work on the lighting so that everything is visually clear. Lots of other small things to fix up and polish as well. Also managed to get the map performing well but still need to play with the model fade scales.

    Here are some of the latest screens. And as always there are more images in the albums, but so many of the devshot cameras got eaten by walls or props. http://skybex.imgur.com/

    [Blocked Image: http://i.imgur.com/Ol9Aah9.jpg][Blocked Image: http://i.imgur.com/5gQSURQ.jpg][Blocked Image: http://i.imgur.com/PTJJQh6.jpg][Blocked Image: http://i.imgur.com/zcyPew0.png][Blocked Image: http://i.imgur.com/KKbfO6Q.png]

    sick as fuck!

  • What I'm Working On

    • mr.P
    • September 25, 2015 at 3:25 PM
    Quote from FMPONE

    Coming soon!

    [Blocked Image: http://i.imgur.com/Y4NtzBZ.jpg]

    [Blocked Image: http://i.imgur.com/uQTS9va.jpg][Blocked Image: http://i.imgur.com/YmH184s.jpg][Blocked Image: http://i.imgur.com/F5Tzdl1.jpg][Blocked Image: http://i.imgur.com/4Y9xo1p.jpg][Blocked Image: http://i.imgur.com/LCHwLZN.jpg][Blocked Image: http://i.imgur.com/aUBXpXm.jpg][Blocked Image: http://i.imgur.com/Aw5duQp.jpg]

    this my lord, is inspiring!

  • [CS:GO] de_highlands (WIP)

    • mr.P
    • September 13, 2015 at 1:16 PM
    Quote from 3Dnj

    Not a big update but still working on this :


    [Blocked Image: http://i.imgur.com/0aRg9ub.jpg][Blocked Image: http://i.imgur.com/fYflBAV.jpg][Blocked Image: http://i.imgur.com/1m1mQbf.jpg]

    [Blocked Image: http://i.imgur.com/80nZRkg.jpg][Blocked Image: http://i.imgur.com/JKN9OiV.jpg]

    this is just...wow!!!

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