No way to hate on this, even if it's CoD. This looks sick.
Posts by FMPONE
-
-
Welcome!
Cool plans. Planning is great. How about some diagonal angles and elevation changes?
-
Quote from AlexM
4 hours ago, AlexM said: So if you all recall I had the worst set of placement matches this season. I can't remember how many now but it was like 50% involved people disconnecting. As a result I think I went in at 1300/Bronze
Well I've pulled myself out of that hole and managed to get to gold. Generally I've played as roadhog because he can help when your comp is low on tanks/support and have crappy dps. On a better comp I tend to just play whatever role is needed.
There was this one night where there was a team of 2 and one of them was this stoner Canadian guy who was talking all spiritually about the game between bong hits. Saying things like "play the character you want man and let the spirit take you over" or "dude, just go with it and have positive vibes, we will win that way". We had such a great game we teamed into a group of 6 and won something like 7 games in a row.
That was one of the most charismatic strategic stoner hippies I ever played with.

lmao
-
Nice portfolio!
Those game concepts are cool! Putting all of them on one website page seems like a good idea. Scrolling > clicking.
-
Your thumbnails seem a little overly dark to me. Titles above the image and logos/branding below the image is probably a smart move.
-
Any paid work (Level Design, Environment Artist, Coding, QA, etc.) may be posted. Unpaid work must be clearly specified.
Thanks!
-
Just posted rules to make it more clear, but since you're clearly stating it's not paid, that seems fine.
-
[Blocked Image: http://i3.kym-cdn.com/photos/images/newsfeed/000/936/563/c10.gif]
[Blocked Image: http://i3.kym-cdn.com/photos/images/newsfeed/000/936/563/c10.gif]
(looks like some stuff is gonna happen)
-
This is awesome, check it out
-
Quote from DarakuuDisplay More
7 hours ago, Darakuu said: Hi everyone, I'm Darakuu. I've found this community thanks to my good old friend @Bastion and after lurking for a while I've decided to finally make an account.
I'm an autodidact game developer from Sicily, living in the shadow of Etna. I've been decided to study game development right after playing Halo on the original Xbox after my 6-year-old mind was blown away by the 3D graphics (having only played Pokemon and Mario games up until then).
My first actual game was made on UE4, blueprints only... which of course was a terrible choice. Let's just say it never left the Alpha stage. So after failing that I've decided to try a simpler engine.
*cue the Source engine theme*
I've made a bunch of maps to learn Hammer and to hone my skills, two of which have been released on my Workshop. I am not particularly proud of these maps as they're full of rookie mistakes, and I've recently discovered that I'm not good with exterior environments, and those maps are basically just that. Furthermore, performance was a continuous worry, and that has made the maps worse in my opinion.
Right now I'm working on a full blown HL2EP2 mod, heavily inspired by Adam Foster's MINERVA, named "Xen Survivor", even though it won't feature any Xen levels. It will feature 4 levels, and right now I am working on the third. I will make a WIP thread about it soon enough, once I figure out a way to showoff WIP stuff that doesn't look like crap
. Unless I find an easy-peasy way to release it on Steam I'm going to release it on Moddb, which will require users to install the 2013 SDK.Once I'm done with that I'll probably go back to UE4 and resume my learning of C++ (bought a load of books on general C++, Clean coding and game programming patterns, and also on game design.), or install Unity and start learning C# from absolute scratch.
So that's it I guess, post's long enough. The only thing missing is the obligatory "I'm not English so my English might be off" warning, but other than that we should be good.

Welcome!
-
The War in Stars is kewl.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Quote from Sprony
On 3/27/2017 at 3:38 AM, Sprony said: The Movie Art of Syd Mead: Visual Futurist
[Blocked Image: http://cdn3-www.comingsoon.net/assets/uploads…of-syd-mead.jpg]
From the man that brought you Blade Runner and Aliens among other things. I'm sure people like @(HP) and sci-fi designers like @PogoP will appreciate this.
That's a strong cover, really like that second pic!
-
Note to self: don't invite Corwin over to my house without fortifying every wall
-
Used to watch Labyrinth on VHS when I was six years old. Bowie always seemed kindhearted, you could tell he was a good person even as a kid
-
I think this turned out really well. You definitely nailed the theme and the map has a lot of detail to look at and take in.
Here's some crit:
1. You're using a lot of materials, models, etc. It might be a good idea for a lot of reasons to consolidate your material usage to a handful of "theme textures" (custom?), textures that define your level and are used throughout consistently and help define the exact look you want. For your theme textures, I would say maybe no more than 15 or so. Sure you'll have to replace a lot of your existing textures, and repeat textures more, but if you do it cleverly the consistency of your look will be improved a lot and performance as well. Same idea applies to models. As an example of where you already do this very well: your skybox and the outer part of the map. You always use the same few tree models, grass models, and that really helps make the level feel "real". The inside of the level would benefit from that kind of consistency.
2. It might be smart to be more critical of non-HR textures. This map has a lot of potential! Try to limit your use of the non-HR textures, and you'll see a big improvement in the definition of your surfaces.
3. Not all details are created equal. You do a lot of clever stuff, but it can be a bit overwhelming. As an example of what you maybe don't need: the leaves growing out of the white wooden lattices. Why not either go full natural there, or full wooden. When you mix the two you suffer from what I think the level has a bit of already, which is a feeling of chaos. If you're going to use barrels, why not use one barrel across the entire map, one set of rock models (custom?) etc.
4. Custom content. This map would benefit a lot from looking at each individual wall, prop, etc. and making the most "polished" version of that area. Custom content for signs, custom wood textures, custom models, etc. These would all help make the level less chaotic, more memorable.
Overall, think this one shows a lot of promise!
-
Quote from Sprony
14 minutes ago, Sprony said: For @FMPONE:
LOL I think I already know what it is.
And yes, that would be dark as fuck (but also pretty realistic)
-
Guess I'll try this one. Not too sure what to expect
-
Quote from RadixDisplay More
9 minutes ago, Radix said: Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?
Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.
example:
before:
[Blocked Image: http://i.imgur.com/k95vk57.jpg]
after:
[Blocked Image: http://i.imgur.com/w1a8lYz.jpg]
Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.)
Looks pretty inhomogenous now.
Any ideas? Maybe my fault?
You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)
BTW, helpful tip for tweaking RGB values across the map: you don't have to recompile. Doing "entity only" compiles is sufficient. Saves a ton of time.
-
Just put the hostages in the room with the Counter Terrorists spawn points. They have to take the hostages out. It's essentially just cutting the CS game mode in half, sounded fun.
-
Try updating your graphics drivers?