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  3. FMPONE

Posts by FMPONE

  • What I'm Working On

    • FMPONE
    • October 22, 2015 at 4:52 PM
    Quote from Vaya

    What happened to the the season build with the reduced rotates, reddit thread about santorini reminded me, is that still happening?

    I'm not sure what is going to happen with Season moving forward. If anything.

  • What I'm Working On

    • FMPONE
    • October 15, 2015 at 8:41 PM
    Quote from RivFader

    I saw some feedback from players like Steel that came in pretty late in the development cycle. How do you manage such late input: incorporate it into the first finished public version or do you keep it in mind and incorporate it into the map during the first big update after you got all the other public data?

    I cut some things he said were a bit much, and otherwise I plan on testing a lot since he seemed to think the map would need to be play tested and I don't disagree

  • What I'm Working On

    • FMPONE
    • October 15, 2015 at 4:38 AM
    Quote from Squad

    Since the map is nearing completetion, I was wondering the other day how this has turned out as a workprocess for you. Did you plan this approach specificly for this map, since it's a bright place with lots of (shades of) white? If so, are you planning on sticking to this process for future projects?

    Yes it was extremely helpful. I'm going to stick with it from now on.

    BTW the map is almost done.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • September 30, 2015 at 1:03 AM

    3-4 colors max per scene is a great rule of thumb. If you look at any AAA game or Hollywood release, the vast majority understand that when it comes to lighting and color less is really more. That's why you see Blorange so frequently, it may be repetitive at this point but that's because it's so effective. The color scheme of your scene just reads as noise because you're not using color for any discernible purpose. Warmer colors widen, cooler colors lengthen, our brains draw shortcuts like these and artists exploit them for creative effect. You have nice values and brightness choices, but the fact that you aren't using one or two dominant colors with a very subtle third and/or fourth color, means your scene is essentially random to look at and not as effective as it would be with good color usage.

    Its especially obvious in your first screenshot, where all the lights are roughly the same size and are all different colors. There's no subtle interplay of color, there's no dominant and subordinate colors, it's just a random rainbow that's meaningless. The fact that you use blues and greens which are tantalizingly similiar but all different from one another, is even more frustrating to view. Those colors need to consolidated and distilled into one color and actual, limited artistic decisions need to be made in that reduction. Your goal should be 2 dominant colors (blue and red? green and blue?) with a far more subtle 3rd and (if you want to push it even more subtle) 4th.

    You're also making too much use of darkness to hide your geometry. It's kind of a crutch in those scenes, and the drawbridge doesn't have any scale items to compare it with. So even though there is "stuff" in the scene, it just feels very generic and corridor-ish, because you're shying away from making actual decisions.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • September 29, 2015 at 11:29 PM

    That looks nice but your color scheme is still very schizophrenic to me. Also, pls use Imgur, it's way better.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • September 27, 2015 at 8:34 PM
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/Space.jpg]

    Spaaaaaaaceeeeee

    dude... thats cool...... :o

  • What I'm Working On

    • FMPONE
    • September 25, 2015 at 11:20 PM
    Quote from Cruckz

    if you don't mind me asking how long has this taken you to put together Shawn? From block out to how it is now?

    Somehow it's turned into my longest project. ~9 months and counting, about 1/3 of which was layout design.

    I think all of the projects I've worked on up to now have shown me what it _really_ takes to be successful in GO as a custom map, so I'm trying to be comprehensive and not make any avoidable errors.

  • What I'm Working On

    • FMPONE
    • September 25, 2015 at 7:26 PM

    Thank you for the crit/support guys!

  • What I'm Working On

    • FMPONE
    • September 25, 2015 at 2:46 PM
    Quote from RivFader

    Wow, this looks amazing. And just in time for the next operation as well!

    I wouldn't be so sure about that unfortunately. I'm not going to hurt the map to make a deadline, quality comes first.

  • What I'm Working On

    • FMPONE
    • September 25, 2015 at 2:41 PM

    Coming soon!

    [Blocked Image: http://i.imgur.com/Y4NtzBZ.jpg]

    [Blocked Image: http://i.imgur.com/uQTS9va.jpg][Blocked Image: http://i.imgur.com/YmH184s.jpg][Blocked Image: http://i.imgur.com/F5Tzdl1.jpg][Blocked Image: http://i.imgur.com/4Y9xo1p.jpg][Blocked Image: http://i.imgur.com/LCHwLZN.jpg][Blocked Image: http://i.imgur.com/aUBXpXm.jpg][Blocked Image: http://i.imgur.com/Aw5duQp.jpg]

  • Metal Gear Solid 5

    • FMPONE
    • September 21, 2015 at 2:08 PM

    It was fun but I'm tired of this Fallout/Skyrim trend of soaking up all your free time/requiring you to do a million things/walk a hundred miles before telling you a story. Like, I don't fucking care that much. Get to the point. Stop making me do tedious bullshit.

  • Metal Gear Solid 5

    • FMPONE
    • September 21, 2015 at 1:42 PM

    Uninstalled at 4% completion.

    Game is way too much work.

  • What I'm Working On

    • FMPONE
    • September 13, 2015 at 9:51 AM

    It's going well. Slow and steady

  • [WIP] de_coast

    • FMPONE
    • September 13, 2015 at 9:38 AM

    2 or 3 are both good

  • Mad Max

    • FMPONE
    • September 10, 2015 at 4:37 AM

    I can't even make it past 5% of MGSV how am I supposed to play this awesome shit ;(

  • cs_shichang

    • FMPONE
    • September 9, 2015 at 1:43 AM

    I moved this to 3D for you.

  • [WIP] de_coast

    • FMPONE
    • September 6, 2015 at 9:06 AM

    feedback album

    http://imgur.com/1TS9gTM,yBdcAb…Gqarr,l3f1VYQ#0

  • CS:GO EMPIRE

    • FMPONE
    • September 6, 2015 at 5:23 AM

    Feedback album

    http://imgur.com/D8xYEuP,qPGPcu…P6PMB,3JBc5Uk#0

  • [WIP] DE_BOURG

    • FMPONE
    • September 6, 2015 at 4:08 AM

    Hey there!

    So I enjoyed my time playing this map but I do have some critique. I think the T timings to B site are a little fast. Slowing down the Ts by about 1 second would be nice. I question the necessity of the "middle window" peak onto mid. I think it should be removed and a squeeky should be added there, and removed from the current location. Something to punish people for taking that extremely fast rotation between the bombsites. Just IMO.

    Graphics were fine, great even.

    feedback album

    http://imgur.com/nKfEktB,gLlBS9…V2qEq,ugaGJFy#0

  • de_royal (previously de_street)

    • FMPONE
    • September 6, 2015 at 4:07 AM

    Hey!

    So gameplay wise I have very little in the way of criticism. Map played extremely well. I'm going to write up some aesthetic critiques here because I think the map needs more help in that department.

    feedback album

    http://imgur.com/NAZRmCy,wrOcdp…VUeay,5gTRGAT#0

    ***on 18 I meant bottom RIGHT, not bottom left

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