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Posts by Puddy

  • A Game of Thrones

    • Puddy
    • June 28, 2016 at 10:57 PM
    Quote from PogoP

    4 hours ago, PogoP said: Are we gonna see those play of the game things every single time someone dies from now on?

    Yes. What an age we live in!

  • Overwatch

    • Puddy
    • June 27, 2016 at 11:00 PM

    https://giant.gfycat.com/QuerulousDisti…dleyturtle.webm

    there is justice in the world

  • Uncharted 4

    • Puddy
    • June 27, 2016 at 8:39 PM

    Just finished this! I did enjoy it, but I'm getting old and cynical and over-the-top setpieces don't impress me as much anymore. Great art tho!!!! Damn!

    Disliked a lot of the combat areas which I felt very overly vertical with too much looping around. The pirate storyline didn't really get a good resolution, felt a bit half-baked.

    And again, dat art tho!!! DAMN!

  • A Game of Thrones

    • Puddy
    • June 22, 2016 at 4:51 PM

    Wasn't the missed arrows just a bunch of teasing by Ramsay? He wanted to give false hope? Running in a straight line is very understandable also if you are panicked.

  • Forza Horizon 3 - PC

    • Puddy
    • June 21, 2016 at 4:41 PM

    Looks fun! Every now and then I want a semi-arcade:y driving game. :)

  • A Game of Thrones

    • Puddy
    • June 20, 2016 at 9:40 PM

    Spoiler It was a dramatic episode, not the biggest fan though just because Jon's charge felt so duuuuuuuuumb.

    I know I should be able to understand character's motivations and situations etc and that we have an unfair vantage point as all-seeing observers but jesus christ how Jon Snow was baited into a fucking trap. You have to realize that Rickon was a bargaining chip to make you SURRENDER. What are the incentives to keep Rickon alive if a battle is going to happen anyway? And surely, knowing the world, Jon must've imagined that Rickon would be publicly executed or hell, even brought forth in a flayed state to mess with his/their heads.

  • Overwatch

    • Puddy
    • June 18, 2016 at 6:22 PM

    I must say I am really enjoying this game. At first I had a real hard time getting into it, but it's incredibly addictive. :o It's fun learning different character's combat loops and if you are bored with one you can just switch it up and do something else.

    I'm still not sure if I'll play hundreds and hundreds of hours but for now I am really, really enjoying myself!

  • Doom (4)

    • Puddy
    • June 17, 2016 at 8:52 AM

    Quake Champions thread here:

  • Doom (4)

    • Puddy
    • June 17, 2016 at 8:28 AM

    Btw guys this is the Doom thread! :P

  • Doom (4)

    • Puddy
    • June 16, 2016 at 2:58 PM
    Quote from BJA

    24 minutes ago, BJA said: Don't think it makes much sense just improve the visuals, most Q3 players turn off all graphics settings and textures anyway.

    Graphics can be beautiful and readable, like Overwatch (mostly). Games also need to appeal to casuals and a certain graphical standard is needed (like CS:GO).

  • Sea of Thieves

    • Puddy
    • June 16, 2016 at 1:19 PM

    Cool art style and physics! Seems to have the right level of arcadiness! I'm curious!

  • Battlefield 1

    • Puddy
    • June 16, 2016 at 8:37 AM
    Quote from Izuno

    1 hour ago, Izuno said: 2) I love the WW I setting. Game had great atmosphere, sound, look/feel. I loved getting away from high tech super soldiers and back to gritty, brutal old school early 20th century war action. Thumbs up!

    Yeah, I feel like the near-future gadget advanced weapon clusterfuck is getting a bit tired. It's nice to go back to some old school stuff for sure!

  • Doom (4)

    • Puddy
    • June 15, 2016 at 5:34 PM
    Quote from blackdog

    2 hours ago, blackdog said: Update on upcoming content

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    and doom is getting a demo to try it! (Only for a week ?)

    But more importantly, new content for snap map is coming, including hell scenario.

    called it ;)

    True single player levels :o

  • Days Gone

    • Puddy
    • June 15, 2016 at 4:01 PM

    Nice environments and zombie horde mechanics, but the weapon "feel" seemed a bit bland and we didn't really see anything compelling storywise. Cautiously optimistic with this one! We all know E3-demos can be total vaporware.

  • Dishonored II

    • Puddy
    • June 13, 2016 at 1:19 PM

    It was okay, but nowhere near this:

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    :D:D:D Yumyum!

  • Battlefield 1

    • Puddy
    • June 12, 2016 at 11:08 PM

    Watched the trailer and two matches from the stream. The game looks really good. I feel like the old school weapons and vehicles will make the gameplay more diverse, "meaty" and will slow down the pace somewhat (which I like). Modern Assault Rifles with short "time-to-kill"s have reigned supreme for far too long!

    Art is amazing and I was hella-impressed by the weather!

  • SAMPA // A near-future sci-fi city in Unreal 4

    • Puddy
    • June 9, 2016 at 10:03 AM

    This is so fucking amazeballs, I want to play a game set in this!!!

  • Overwatch

    • Puddy
    • June 8, 2016 at 8:31 AM

    "Rise of the planet of the winstons"

    :D

  • ITT: Post maps/scenes that never saw the light of the day.

    • Puddy
    • June 3, 2016 at 12:08 AM

    Was rummaging through old backups when I found a video of my abandoned payload-map - blastoff... which features an AMAZING intro animation! The level was actually a school project (in Sweden you get to do a project of your choosing in High School). The video was made to showcase the project and has no audio. Target audience is the average student.

    This is an old version and I polished it more before I gave up like the easily-defeated wimp I was back then (around 2008)!

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  • totally random texture thread

    • Puddy
    • June 2, 2016 at 1:44 PM
    Quote from Steppenwolf

    5 minutes ago, Steppenwolf said: It means the material is entirely scripted via a set of node based, parameter driven noises, filters and shapes instead of using traditional methods like using photo sources, hipoly sculpts etc. The advantage of this over the traditional methods is that i can make wild variations very easily later on by just playing with some sliders instead of having to go back to square A, rearranging stuff in zbrush, rebaking maps and so on.

    This is what the graph looks like:

    [Blocked Image: http://i.imgur.com/qXpUFW8.jpg]

    Looks complicated, right? But it actualy isn't because you start very simple and add layer upon layer of detail, not too different from what you would do in zbrush and photoshop.

    In this case i started with a simple square shape down in the left corner, tweaked the side dimensions, added some beveling and then fed it into a tile generator with some randomized values for depth and position of each plank. In the next step i added some edge trimming like one would do in zbrush. Then i used some shapes and filters to create wood patterns, mixed, blended, copy pasted, tweaked etc. to make it look more convincing and natural. Then i added some smaller details like dirt and little holes.

    After that i create some masks from some of the layers, details, aswell as cavity and curvature nodes. Those are used to feed into gradients and mixed and blended like in Photoshop to get a color texture. Last step then to create a roughness map. Again very similar to what oine would do in Photoshop.

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    Sounds awesome! I'm one of those filthy designers who don't stay on top of these things....

    Thanks for the breakdown!

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