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Posts by FMPONE

  • Red Dead Redemption 2

    • FMPONE
    • August 9, 2018 at 9:54 PM

    It looks really really fun. I'm sad about no PC version tho, I haven't owned a non-Nintendo console in like 10 years.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • August 7, 2018 at 5:38 AM
    Quote from Corvus

    On 8/5/2018 at 7:47 PM, Corvus said: Been working on a modular building set for a few days

    [Blocked Image: https://i.imgur.com/4VqsWlS.jpg]

    [Blocked Image: https://i.imgur.com/5MdXuM0.jpg][Blocked Image: https://i.imgur.com/pyk9hNj.jpg]

    Looks really cool. Lots of different light colors, might be a bit of overkill, but I don't mind it because they're really charming.

  • Venom (Tom Hardy)

    • FMPONE
    • August 6, 2018 at 10:08 PM

    He's not scary enough :(

  • We Happy Few

    • FMPONE
    • July 27, 2018 at 7:59 AM
    Quote from blackdog

    On 7/24/2018 at 11:20 AM, blackdog said: Can't believe it's been two years already, is one of the most intriguing games I have on my list. Very rich trailer came out:

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    I just still struggle to understand if is a classic game in terms of progression, or something like a rogue-like mechanic... mainly because the early access purchase option that was available until recently, and I can't understand how a traditional narrative SP game can be spoiled by early access. They say there are three storylines but...

    Uh oh, I'm getting "this would be far better as a movie" signals from this trailer.

    Gameplay looks like an afterthought, but it sure has a lot going for it in the narrative department.

  • Simon Stålenhag

    • FMPONE
    • July 27, 2018 at 7:53 AM

    Might be the first Amazon show I watch. Good for them.

  • Evil genius (Netflix)

    • FMPONE
    • July 27, 2018 at 7:52 AM

    My thoughts on this documentary


    ...YIKES!

  • DC's Cinematic Universe

    • FMPONE
    • July 23, 2018 at 9:20 PM
    Quote from Tisky

    13 hours ago, Tisky said: I thought Shazam looked so boring and crappy when i first saw the images, then i saw the trailer and now i kinda wanna see it.

    Agreed, at first I thought it was another Superman type guy in a red outfit, nothing could be less interesting than that. I didn't know the premise of the story would be so funny. It actually seems like a pretty good idea.

  • What I'm Working On

    • FMPONE
    • July 23, 2018 at 11:10 AM

    So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP.


    Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways:

    Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area.

    Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site.

    Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut.

    Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action.

    Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass.

    Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict:

    Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space.

    Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure.

    The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression.

    Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit.

    (To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.)

    Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut.

    Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic.

    Conclusion

    With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy.

    (It's done.)

  • What I'm Working On

    • FMPONE
    • July 19, 2018 at 10:57 PM
    Quote from blackdog

    4 hours ago, blackdog said: Well first of all grats for keeping improving the map. I haven't played it on servers, but do look cleaner now and I think for the better, it was nice the feeling of throwback to 1.6 in terms of grungy looks, but I think you are still capturing it, improving the visuals. I will most certainly have a run around the updated version because is not very clear to me what you have explained in terms of layout, by that I mean that it feels like if T decide to attack A, they have to commit a lot to it, or that there's too many ways in. (I'm sure is not that way tho ;))

    Yes, it's really interesting because to go A you either go A main, or you drop down into vents and commit to a drop into sand bags. Or you drop down pit and commit to a rush up pit. But that means there are two areas on A where Terrorists can potentially bite off more than they can chew, and end up in a 1vX scenario that they have to fight their way out of. Most often this means that they get hunted down in these really interesting little duel scenarios. It's pretty fun to watch.

    Quote from blackdog

    4 hours ago, blackdog said: The other reason I'm not completely sold is the colour coding; I do like the heightmap idea, but I find the presentation inconsistent between maps: one overview like Inferno/Cache feel much darker of say Dust2; is like if somehow the colour coding is absolute, I'm talking like "this is the ideal sea level and this map is X height in our world, this other is higher/lower". How is Library grey in Inferno when it feels it is only 3 steps (32 units or so) higher than basic floor level.

    I think that's probably just a consequence of it being a somewhat new idea, and consistency while nice doesn't have to be that rigid.

  • What I'm Working On

    • FMPONE
    • July 19, 2018 at 12:03 AM

    Another day, another update. This time a major gameplay update. Hoping to ship it ASAP.


    In changing Sub-Zero's layout, I considered several issues:

    Problem 1) Sub-Zero's overview looked too much like Cache's overview. While the maps play very differently, Cache is my next/current project, so I don't want them seeming similiar at all.

    Problem 2) I don't want to do another "standard" 3-lane map.

    Problem 3) Rotating through A con was a straight-shot corridor, meaning players had no interesting way to show their personality or flair.

    Problem 4) Sub-Zero was rapidly becoming CT sided. Terrorists didn't have enough strategic options without capturing mid.

    Problem 5) Frames tended to be low on the A bombsite.

    The solution to these issues: a compact vent system with 3 entrances. I believe this will make Sub-Zero a more unpredictable and unique experience, because:

    Benefit 1) Sub-Zero's A site is now completely different from anything else in the game.

    Benefit 2) Mid control is now optional for Terrorists and not mandatory like before (Terrorists now have _three_ entrances onto the A bombsite, none of which involve mid.) This is a critical difference between Sub-Zero and almost any map you can think of (Cache, Mirage, Inferno, Dust2, Santorini, Season, etc).

    Benefit 3) Players now have choices for long-range, medium-range, and close-range engagements from the vents in order to use different guns/move around in different ways/generally express themselves.

    Benefit 4) Both teams now have additional movement options: players can bypass mid entirely, pinch mid from the vents, throw distractions from the vents, execute only from the vents, etc etc.

    Benefit 5) Performance will improve because much more visibility is now being blocked.

    Also thanks to the Source Engine discord guys, for helping me workshop the visuals in this room, which has been a trouble spot for the map.

  • What I'm Working On

    • FMPONE
    • July 18, 2018 at 12:06 AM

    Some people were a bit critical of Subzero's textures, so I spent a couple days improving them.

    I also updated my website with some current screenshots of the map.

    Last but not least, the Panorama radar. Really think these illustrate the differences between maps in a great way, think they're extremely cool. In a game like Counter-Strike, where elevation makes a huge difference, it's really important that we can now make that clearer to players before they play the level.

  • Westworld - Aka Anthony Hopkins best acting in his career!

    • FMPONE
    • July 12, 2018 at 3:01 AM
    Quote from [HP]

    26 minutes ago, [HP] said: I just have the season finale left... 1:30h long!! I got a fresh batch of sativa reserved, just for it!

  • Westworld - Aka Anthony Hopkins best acting in his career!

    • FMPONE
    • July 12, 2018 at 2:28 AM

    The last 2-3 episodes of this season redeemed it for me, they were very good

  • What I'm Working On

    • FMPONE
    • July 7, 2018 at 8:55 PM
    Quote from blackdog

    On 6/29/2018 at 12:04 PM, blackdog said: Hey @FMPONE, you working on refreshing Cache with new graphics (made by you)?

    How do you like them apples?

  • Offtime

    • FMPONE
    • June 29, 2018 at 2:37 AM

    This is a very unique map that people seem to very much enjoy, but also throw a lot of shade at in our playtests. Sort of like a "meme map". However, I've super enjoyed it and thus put together this album for you with some recommended changes. Perhaps other people can chime in, but I feel these would really help the map a lot.

    https://imgur.com/a/HhHCqiB

  • Overwatch

    • FMPONE
    • June 28, 2018 at 10:48 PM

    This is pretty nutty, you guys are wild.

  • Resident Evil 2 Remake

    • FMPONE
    • June 24, 2018 at 8:01 PM
    Quote from blackdog

    On 6/14/2018 at 3:41 AM, blackdog said:

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    Hell yes

  • Black Mesa Source

    • FMPONE
    • June 24, 2018 at 7:18 PM
    Quote from Buddy

    4 hours ago, Buddy said: Looks a bit messy to me, don't see a coherent direction there.

    I see where you're coming from, but those are tiny screenshots.

    Personally really happy that Black Mesa is still around and kicking, this is one of my most anticipated titles of 2018/2019. I really miss Half Life a lot ?

  • Europa

    • FMPONE
    • June 4, 2018 at 10:25 PM
    Quote from [HP]

    3 hours ago, [HP] said: Oh, thanks for creating a thread man!

    Really glad and happy you guys like it, I set out to make something that I've never made before, explore some uncharted territory while still staying in a realm where I can still use the know-how being amassed throughout the years, as they use to say: One foot in what you have mastered and understood, and the other in what you are currently exploring and mastering. Europa is a reflection of that.

    @Vilham I'm not ready to talk about gameplay just yet, I am working on a "vertical slice" right now, and I'm still iterating with a lot of stuff so I don't wanna have to commit to anything I say yet. So yeah, still in very early stages. I had a programmer join me recently to help out with player movement, so things are coming together slowly.

    What I can say though. Is that, gameplay wise, it is heavily inspired by games like Journey and Abzu. I really believe that's a genre of games that is criminally unexplored. It's a genre that's very meditative and allows for some very special and personal moments, I am hoping to dig into some of that.

    Thanks guys!

    You should be very proud of what you've achieved thus far. I think we're all rooting for you, please take your time however much you may need. This idea looks to have a lot of potential and be something very special.

  • Europa

    • FMPONE
    • May 30, 2018 at 7:39 PM

    Some guy named Helder Pinto is making a very cool looking game,

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    Looks like a day 1 purchase IMHO.

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