New trailer is by far the best one yet. It's kind of ironic though, even in the trailer the main characters are criticizing the stupid premise: "Aren't Dinosaurs wow enough?" UH, yeah dude!!
Posts by FMPONE
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Quote from Seldoon182External 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.
Why low graphic settings on such a perfect video

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DE_SANTORINI has been updated on the workshop. I need your feedback on the layout design!
http://steamcommunity.com/sharedfiles/fi…s/?id=396996750
Please leave your thoughts here so they can be tracked down later:
http://steamcommunity.com/groups/FMPmaptesters
Special thanks to community member Rfactor for his high-level player feedback on this build.
Meanwhile, the art is progressing. You can check out some of the geometry which will form the base of the art on the workshop.
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I don't mind Gosling after Drive. Bring it on
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Surely one of the best trailers I've ever seen for a video game, but I think I'm reserving judgement until I see some actual footage of players playing the game
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Quote from tomm
very cool, although I feel like the weapon should be more smooth and not so pixelly since it's basically in the player's face.. but I guess it's what you're going for.
I think the effect is awesome, it's just too pronounced right now. A little bit more subtle basically, maybe twice as subtle, twice as small little dots, and then it's fine

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That is looking really sweet, dude!
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I feel like I'm taking crazy pills when I try to fly in this game using a mouse. Is it that ridiculously hard for anyone else?
edit: I beat the time trial thing. It was awful. Flying with a mouse is super bad
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Quote from Lemurr
More progress and a slight ambient change on my current map (click for full size):
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I agree with everyone that this looks really awesome.
Generally though I feel that that scenes which use more than 3-4 colors tend to break down, and I don't exactly feel my opinion changing here. I'd still recommend honing in on one primary, secondary, and tertiary minor color for spice. Right now every color in your scene feels like a spice color, and the scenes would probably benefit from being limited to simply 3 colors. Just my opinion, I think it would help the scenes. Great work either way!!
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Quote from Squad
Or maybe some talented Mapcorian can make a brandnew sound effect for it?

I downloaded FL studio and spent some time on something, it's not great, but I tried.
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Running this game in 3840x2100 or whatever ridiculous resolution I got via my nvidia plugin, it's compltely insane
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I knew I was good
We should put out some videos, just so we have an excuse to use this

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That's awesome!
Perhaps the sound effects can be less bulky, and more professionalish? Less Michael Bay, more sleek. Awesome stuff though.
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Quote from Pawl
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Cool stuff! Keep it up.
One thing I would suggest is on the balconies with larger surface area, you could try different/larger window sizes or even open archways, just to mix it up.
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It sounds like you're going to be living in one of those random farms in Day-Z

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Quote from 2d-chris
I could help with turbine...I miss making turbine rooms for you
I like the open spaces and corridors you have there, looks pretty cool already. Some might need a little more cover I guess because it feels to me like snipers will have a bigger advantage in the level than the rest.BJA Ha, true I've always gotta add a turbine eh?
The snipers get countered pretty hard by the flanking elevator and corridor pretty hard right now, and players kind of float up quite fast so they are hard to hit. I've reached the limit IMO for details with BSP so when I start adding static meshes and doing art I'll give you a poke!blackdog, yeah, we are releasing themed tiling sets of assets and deco props over time, right now we have released the Outpost23 set, which is clean industrial, I think that set would work for this level. The artists build the assets, but there's no reason why a level designer can't add the assets into the maps, and light it etc.
FMPONE, yeah could do that, I'm a little worried about players getting stuck on slopes like that, might just give it a try though it would help the visuals for sure - I'm at a limit with BSP and quite frankly it's painful to work with now, until we fix it
I'm going to be rebuilding the bottom corridor first as that has some quite major gameplay implications.You should tell them to look at Hammer's .bsp and learn from that. It's way easier to use than UE4's imo. Hammer bsp is so good people are still making maps for it all these years later, that says a lot for me
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Quote from 2d-chrisDisplay More
Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!
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.Official thread is here, https://forums.unrealtournament.com/showthread.php?17122-DM-Vortex
Cheers and see you in the tournament!
That looks extremely cool!
Maybe you could add some more branching details at the top of the vortex? Like right now the room is basically a hollow cylinder, it would be cool to see it bloom up more at the top, be more dramatic and interesting since you're always looking up
Basically this shape
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Instead of this shape
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It's just something I noticed as being a little plain
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I'm excited, obviously. Lately a lot of the shoes I've been watching feel very slow paced, Better Call Saul and House of Cards. Hopefully this one will be a little up tempo