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Posts by FMPONE

  • What I'm Working On

    • FMPONE
    • August 31, 2017 at 11:31 AM

    Hi all!

    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy :D Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

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

    • FMPONE
    • August 30, 2017 at 2:21 PM
    Quote from will2k

    On 8/27/2017 at 10:54 AM, will2k said: I've been a strong advocate of breaking steam's monopoly over the years but, in reality, the more time passes, the harder it becomes to do so.

    The competing platforms should have happened before 2010 when steam was just a DRM content delivery platform; through the years, it has become a social media platform, a workshop, a gambling platform, a game startup incubator, and generally an easy way to make money. Gamers and developers alike are now deeply rooted in steam, and migrating to a new platform might prove cumbersome. People by default do not like change. It's still feasible though but the new platform has to be very lucrative for both gamers and developers to warrant all the hassle of moving.

    If a new platform offers the same services/games as steam in addition to some REAL customer service, then I expect steam to lose at least quarter to half of its market share in a year, and you could see an exodus of gamers and devs. In this case, even a new IP/game from Valve won't save them.

    What Valve might, and probably will do is add new features to steam to prevent further market erosion and lure gamers/devs back. I highly doubt they will think of a new game to save the platform.

    There is always a tried-and-tested way to make them change their minds (and @Sprony will back me up on this one :)): vote/protest with your wallet; let them feel the heat.

    I would have to disagree with you on the single player experience. Some games from the 90s are still being played today; the magic "ingredient": mods.

    You make a great game, make it moddable with a proper SDK, sit back and watch it live long past its expected shelf life.

    Case in point, Half-Life itself:

    Awesome, ground-breaking single player, coupled with a decent multiplayer component and a myriad of free mods is keeping the game alive til now.

    The problem in games started when "the suits" from upstairs started to have the last word in games over the creative people.

    The shitty concepts of paid DLCs, early-access, and micro-transactions started to creep in, and this has become the standard way to keep your players hooked.

    As for VR, it's a nice concept but I don't see it as a crucial necessity in today's gaming. You can well game and live without it, hence the very slow adoption rate.

    I honestly don't see it becoming mainstream in the next 5-10 years; after that, who knows, maybe porn VR will become the norm and force the adoption of VR :P

    Display More

    I think the difference with SP and MP is just raw numbers of players. The expectation for HL3, perhaps unreasonably, is that it has tons of people playing it not only on release, but it sustains a population like all the big games do nowadays. If it somehow was a huge hit but then the numbers fell off over time like Portal 2, even though that was an amazing game, I think by a certain standard (again it's a bit goofy) that's a failure, because it didn't create persistent engagement like CSGO or Dota2.

    In other words, I just doubt SP is attractive anymore in contrast to MP for that reason.

    HL3 on VR would be innovative and exciting enough to paper over that problem, maybe, but VR might be a turn off for some.

    I think the death of a retail sales model and the creation of huge community MP games has meant there's not that incentive to spend years creating a big narrative game that will be hot for a month or two at most. It's sad but there is a clear logic there.

    I wish Valve would look at themselves in the mirror and say "we are rich. We can afford this investment for our fans. It symbolizes the health of our company. It defines our brand."

    Its just very challenging to see them doing something on the scale of HL2 ever again, and that's a loss for all gamers. Thankfully people genuinely like CSGO and Dota.

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

    • FMPONE
    • August 30, 2017 at 1:25 PM
    Quote from dux

    2 minutes ago, dux said: As if that's going to go anywhere.

    We're just jaded from the mod scene, broham.

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

    • FMPONE
    • August 28, 2017 at 12:59 AM
  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • FMPONE
    • August 27, 2017 at 10:37 PM

    Whatever happened to the JJAbrams movie?

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

    • FMPONE
    • August 26, 2017 at 1:52 AM

    TBH I just think it boils down to Single-Player not being a great investment. As memorable and wonderful experiences as they provide, you just can't keep players there for that long. It's just that we look at Valve and say, "really guys, does every fucking decision have to be processed through monetary investment terms?"

    I'm holding out the slightest hope for the 3 VR titles, but at the same time VR seems to be struggling as a platform. What the fuck is going on, honestly...

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

    • FMPONE
    • August 25, 2017 at 12:48 PM
    Quote from Squad

    2 hours ago, Squad said: Rename this thread again, please.

    :o

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

    • FMPONE
    • August 25, 2017 at 8:43 AM

    At least we know now.

    The mechanic of the ship slipping in and out of existence sounds cool.

  • [WIP] de_dust3

    • FMPONE
    • August 24, 2017 at 8:07 PM
    Quote from noobgames

    2 hours ago, noobgames said: Read the rules, please

    ^ What he said.

  • Doom (4)

    • FMPONE
    • August 24, 2017 at 9:42 AM

    Such a well-paced game. Nearing the end I think.

  • AoE IV

    • FMPONE
    • August 23, 2017 at 11:43 AM

    Highly doubt this game can capture the magic of AoE2, because in hindsight I'm not even sure what that magic was. The game just had a certain it factor, maybe in the graphics, maybe in the sound, maybe in the gameplay (online play was really intriguing, even on AOL dial-up). It's not even clear...

    I played a LOT of it, though.

  • Overwatch

    • FMPONE
    • August 22, 2017 at 8:11 PM

    That first part reminds me a LOT of Dustbowl. It's weird to sense a through-line in video games that led to this point, but the level looks really neat.

    The ambient sounds indoors definitely help seal the deal.

  • Overwatch

    • FMPONE
    • August 21, 2017 at 7:17 PM

    Very impressive, guys. Definitely looks like fun

    Love the Bebop tribute in the animated trailer :D

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

    • FMPONE
    • August 19, 2017 at 10:57 PM
    Quote from Thewhaleman

    16 minutes ago, Thewhaleman said: Concepts done for a deathmatch pier map that has collected a bunch of dust, would be aimed to work with csgo's weird game modes like am_maps. Maybe one day. Based off the famous Santa Monica pier. The layout was very v1, had a lot of problems, and was never fleshed out or finished. [Blocked Image: https://i.imgur.com/yw2saFI.jpg]

    Exterior of game building.

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

    It works!

    [Blocked Image: https://i.imgur.com/q9M6ROj.jpg]

    some props

    [Blocked Image: https://i.imgur.com/QfcW3IU.jpg]

    More props.

    [Blocked Image: https://i.imgur.com/jrBKKI2.jpg]

    layout roughs with some quick drawings to get ideas out of my head.

    [Blocked Image: https://i.imgur.com/ZD59RpP.jpg]

    Sushi shop was also going to have a sticker and gun skin release with map. This is mock up.

    [Blocked Image: https://i.imgur.com/d4I92X9.jpg]

    One of the game roughs

    Display More

    I think you should stick with this.

  • The Secret Ingredient to Photorealism

    • FMPONE
    • August 18, 2017 at 11:16 PM
    Quote from blackdog

    8 hours ago, blackdog said: Thanks for the find, I remember I saw something else on the topic recently, wonder if I can find in my YT or whatever history.

    Shouldn't this be in 3D forum?

    I moved it, this indeed is a great vid! It helped me think about my brightness values for sure.

  • [CS:GO] DE_Breach - Released!

    • FMPONE
    • August 18, 2017 at 10:09 PM

    Classy! Wonderful ambiance.

  • Doom (4)

    • FMPONE
    • August 18, 2017 at 1:24 PM

    Finished my article, just need to finish the game and take screenshots. You can rest assured it will be of the highest quality, because I maturely resisted my strong temptation to include a reference to Peter North bukake cum-shots.

    I hope we are all in great suspense.

  • Mapcore's CS:GO Mapping Contest 2017

    • FMPONE
    • August 18, 2017 at 9:29 AM
    Quote from inks

    6 hours ago, inks said: Do we have to update/post in our WIP threads, or does it only need the final submission?

    No need to update the thread, final submission is fine. But WIP pics might garner helpful feedback. Up to you.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • August 15, 2017 at 9:04 PM
    Quote from HoMaRt

    3 hours ago, HoMaRt said: Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... )

    More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4  

    Really cool. Love the photorealism we're approaching with shots like this on UE4!

    Crits would be aliasing going on, especially on the grass sprites (image compression or spotty alpha masks?). The grass is also a little overly rigid. The sky is kinda weird, looks like it should be more blue to match the shadows on the clouds.

  • Doom (4)

    • FMPONE
    • August 15, 2017 at 8:46 PM
    Quote from BJA

    1 hour ago, BJA said: I would love to see that article about the Argent Tower level. If you don't want to post it here, you can also send me a pm :) As for your question. Not every level had a dedicated level designer with ownership from start to finish. Often designers/artists would jump around from one level to another to work on it. For the Argent Tower interior, Jon Lane our lead concept artist had a big impact on the layout since he blocked out almost the whole section in Maya. Designers and artist would then use this as a reference.

    That's interesting. I guess I really gravitate towards levels that actively involve the level in the process rather than using it as a cheap backdrop, kudos to Lane and the designers for pulling that off. I'll finish the game and then take some photos before publishing the article.

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