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Posts by FMPONE

  • Doom (4)

    • FMPONE
    • March 31, 2016 at 2:49 AM

    I think I preordered Wolfenstein ?

  • What have you purchased recently?

    • FMPONE
    • March 30, 2016 at 1:37 AM
    Quote from Squad

    3 minutes ago, Squad said: Keep us posted about your experiences with it /emoticons/[email protected] 2x" title=":)" width="15">

    Apparently they don't ship until May, so in the meantime my experience is this

    [Blocked Image: http://images.medicaldaily.com/sites/medicaldaily.com/files/2015/06/10/blue-balls.jpg]

  • What have you purchased recently?

    • FMPONE
    • March 30, 2016 at 1:23 AM

    [Blocked Image: http://cdn.arstechnica.net/wp-content/uploads/2016/01/HTC-Vive_White.jpg]

    Fuck me I hope I don't regret spending so much /emoticons/[email protected] 2x" title=":D" width="15">

  • Overwatch

    • FMPONE
    • March 28, 2016 at 10:50 PM
    Quote from Minos

    7 minutes ago, Minos said: It's not as easy as just releasing the tools though, a lot of our architectural pieces are custom made to fit the place they are being used at. (example streets, buildings etc are mostly unique meshes)

    I think most people gather there will be challenges with UGC, the frustration is that (as was pointed out earlier in this thread) it's been ten years since TF2, and apparently it's still hard for a company like Blizzard to figure it out. Even id with snapmap is kind of regressing on the custom content front. IMO that deserves some criticism

    Like, make modular assets and release an editor. Whatever investment in time and hassle that is, should be definitely dwarfed at this point by the mountains of evidence that says UGC works

  • Push & Pull - The art of guiding players through an environment

    • FMPONE
    • March 28, 2016 at 10:20 PM

    Moved this thread to the spotlight gallery ^^

  • [UE4] Making an Office Environment in Unreal 4 - Tutorial

    • FMPONE
    • March 28, 2016 at 10:16 PM

    Spotlighted!

  • Overwatch

    • FMPONE
    • March 28, 2016 at 7:27 PM

    They would never release an SDK because they think the community will just make Hitler Penis maps instead of creating good content like they do for every other game with an SDK :/

  • Doom (4)

    • FMPONE
    • March 25, 2016 at 7:45 PM
    Quote from BJA

    On 3/24/2016 at 0:43 PM, BJA said: New MP trailer showing Demons, Powerups and a lot of extras...I think I know who's gonna love that /emoticons/[email protected] 2x" title=":P" width="15">

    External Content www.youtube.com
    Content 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.

    Alright that looks dope.

  • Overwatch

    • FMPONE
    • March 24, 2016 at 2:22 AM
    Quote from 2d-chris

    2 hours ago, 2d-chris said: TF2 is almost 10 years old now :OOOOOO

    Jesus Christ...

  • [UE4] Making an Office Environment in Unreal 4 - Tutorial

    • FMPONE
    • March 21, 2016 at 5:30 PM

    been following along with this tutorial series, it's really great so far! I've already learned a ton of shit, even the basic windows tips help a lot to improve workflow for any engine. But with some cool UE4 stuff coming to Mapcore soon, this is a badass guide to get up to speed /emoticons/[email protected] 2x" title=":)" width="15">

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • March 19, 2016 at 5:03 PM
    Quote from RaVaGe

    2 hours ago, RaVaGe said: It's just an area for a detailling contest, so it's ok /emoticons/[email protected] 2x" title=":P" width="15">

    Looks good then!

  • Games W.I.P Thread

    • FMPONE
    • March 18, 2016 at 3:29 PM
    Quote from (HP)

    7 hours ago, (HP) said: I wouldn't even know where to start to create something like this, absolutely fantastic stuff!!

    You should probably think about putting this in the marketplace, either that or make a game with it man.

    Agreed, some UI design and story and all the sudden you have a game. Awesome work @Castle

  • Push & Pull - The art of guiding players through an environment

    • FMPONE
    • March 18, 2016 at 3:03 PM

    Welcome to the Spotlight! Great read.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • March 18, 2016 at 1:50 PM
    Quote from RaVaGe

    On 3/11/2016 at 11:12 AM, RaVaGe said: [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/intel0000.jpg]


    Just for the lulz

    for TF2? Rocket jumping around this area would suck balls /emoticons/[email protected] 2x" title=":(" width="15">

  • Oculus Rift

    • FMPONE
    • March 17, 2016 at 7:00 PM

    HMMMMM there wasn't a huge stand-out game for me in that demo either, although EVE Vaklyrie seems pretty polished, and I'm interested in Adrift too

  • Clement Melendez - Level Designer

    • FMPONE
    • March 17, 2016 at 3:37 PM
    Quote from Corwin

    17 hours ago, Corwin said: I grew up tired of my old portfolio and did a complete overhaul of my portfolio and converted it to wordpress to add articles and shit more easily/with better format and less manually editing html files.

    http://www.clement-melendez.com/portfolio/

    I know there are small issues on certain phones with the format, I'll look into that when I have access to a smartphone.

    Great stuff dude!

  • System Shock 3

    • FMPONE
    • March 15, 2016 at 1:32 PM

    To me this looks great. The budget, presumably, seems to have forced a very original art style. It looks fascinating.

  • DE_SANTORINI

    • FMPONE
    • March 14, 2016 at 10:59 AM
    Quote from Vilham

    So have played a bit on this now, not sure I like all of it, some of the ideas are quite nice like the one way drop down from mid into B. I thought more of it would have that iconic look but only the T spawn really has it, feels like a bit of a shame.

    One thing I noticed in my last match are the side skins, why did you make the Ts have a skin with a white chest (most of the walls in the map are white) while the CTs are a dark blue. One guy on T's literally blended into the wall, when I watched the kill cam I stood out like a sore thumb on the A ramp (even just peaking very slightly out).

    Pretty much each area is modeled after reference of the real place, including both spawns and bomb sites, but I guess there is always room to do better or lay it on even thicker. What areas really bother you?

    As for readability, it's important that teams stand out from each other as much as possible too. Where did Terrorists blend in?

  • [UT4] DM-Foundation

    • FMPONE
    • March 13, 2016 at 12:16 PM

    Still excellent! Keep goooing!

  • DE_SANTORINI

    • FMPONE
    • March 11, 2016 at 4:59 AM
    Quote from RivFader

    Saw the showmatch, it was very fastpaced and both teams had a chance to win it. Overall, it makes for a good map to watch.

    I'm glad that lounge won after a comeback, if they got 16-0'd my career would have gotten 16-0'd


    Quote from Adam108CZ

    Is there a record of the match? I missed it but would like to watch it :(

    https://www.twitch.tv/orenaza/v/53607153

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