The fact that it takes me an hour compile to get something in-game isn't helping my lighting efforts much haha. Still have a lot to learn about Source lighting, I've been out of the game for some time now. I'll play with it, I think it's nice but of course it could always be improved. Skybox elements in there would also probably help. Any paintovers or contrast tweaks you guys like will of course be taken into consideration.
Posts by FMPONE
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Thanks guys! Couldn't have gone even this far without your help dudes.
I'd love some help with extra stuff 3D! I'm looking to dress up the interiors. I'll be in touch!
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Hey all,
So seeing Moroes and 3DNJ's work on the Siege remake inspired me to do some cs mapping of my own. Here's a few shots from my new project, a small-ish map set in a Museum, in a bustling city not unlike NYC. I'm planning some really fun stuff for the museum interior.
I'm also looking for some help from any talented 2d or 3d artists, let me know if it piques your interest.
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I'm a bit concerned that a lot of the profundity of the first game is being traded for something people will find "easier to digest." Instead of spooky hallways, we get bright skies, etc. Instead of isolation, there is a really blatant love-interest. Art deco, versus a more bland style architecturally. I guess its easy for me to see some of the changes as moves suggested by those trying to market the game, which sometimes when you try to do that, backfires big time... Combine that with the more "rock and roll" tone of the trailers, and this seems like a bold but still very odd move for the series.
Hopefully it's still the same once we get to play it, Bioshock 1 is a true classic.
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Seventeen maps, as impressive as the shots are, that's got to be the craziest part. Really nice work
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Losing the red lights hurts the shot. I also can't find the exits.
You want all the fun of the red lights, and all of the focus of lighting the cp, but without displacing emphasis equally throughout the room with small spotlights. Outside of the rough area of the cp, only the exits should get attention, with bright consolidated lighting. Here's a really rudimentary note:
http://i.imgur.com/gpOWN.jpg (forgot to mention spot lighting the cp more, in the darker room)
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Fantastic Jp. Awesome stuff.
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I like how bold those screens are, and how they manage to work somehow anyways
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I also would side with rick on principle, however going back and looking at Siege, I much prefer the nice jungle setting Moroes has made.
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So much style!
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Really solid stuff, Moroes
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Impressive Jp, loving the creativity of the spaces
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Quote from Al AnselmoDisplay More
yeah, I think they really wanted us to feel a bit angry for Walt
to alleviate our possible sense of frustration when Walt suffers the unforeseen consequences in the end of the series (I guess).
Hmm I can't see how Fly would return in the last episodes. How would it be?
[off-topic]
LEAKED IMAGE OF HALF-LIFE 3!!!
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Probably it will land on his eye on his corpse after he's lost a big Scarface confrontation with the DEA. I'm calling it here, we'll see if I'm way off

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I think Fly will become one of the motifs that returns in the last episodes, maybe the last scene of the entire series. Not such a filler in that context
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Superb screens, I love the crispness
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Quote from 3Dnj
Aye !Me and Moroes are working on a remake of cs_siege for global offensive. I will show you some shots from the sewers area. Moroes will show youy the outside latter

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Looks nice, all I remember about siege was that it was huge and the mapper killed himself or something? Anyways promising stuff
edit: apparently the young man's name was "n0thing", RIP mapper bro
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Looks pretty sweet if you ask me