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Posts by FMPONE

  • Cities Skylines: The misadventures of Steppenwolf

    • FMPONE
    • March 15, 2015 at 5:45 PM
    Quote from Steppenwolf

    This game is fun. It's like classic Sim City but with awesome road tools.


    I tried building a town to be as shitty and unpleasant as possible but still have growth last night. Only used dirt roads. Crime soon hit 45%. Things started to get interesting when i got close to 5000 population. Thanks to having landfills and industry in the center of town and no clinics a public health crisis happend. I lost 2000 people rapidly with their corpses rotting in the streets. Even after building 3 hospitals i had over 2000 sick people and only 300 hospital beds. Thanks to drastic budget cuts and tax raises i managed to turn still a profit. There was dead, decay, fire and crime everywhere. It was like managing an African town during Ebola outbreak. Eventualy i cashed out with over 130k $ in the bank and almost all citizens dead.


    [Blocked Image: http://i.imgur.com/1nFHJdB.jpg]


    [Blocked Image: http://i.imgur.com/R5mcLAX.jpg]


    [Blocked Image: http://i.imgur.com/Ft06HqV.jpg]

    Display More


  • Counter-Strike: Global Offensive

    • FMPONE
    • March 15, 2015 at 3:48 PM

    The streams reached one million viewers!


    What the hell so awesome.

  • CS_CALM

    • FMPONE
    • March 10, 2015 at 11:35 AM

    This is definitely your best map yet, visually. Awesome to see you pushing yourself and getting better and better results. That's what it's all about!


    I like the consistent mood across the map. I think you could push the outside color saturation even further into one definite direction, and contrast that with a different, but similarly uniform interior lighting (think blorange). So, mainly lighting and texturing critique for me on this one, the geometry is generally pretty effective!


    I'd also say you could work on generally toning down the noise in your scenes. Right now you're leaning on extreme amounts of detail to get an aesthetic result, but if you capture the same color balances and strengthen your architecture, you should be able to dramatically reduce noise and distill your scenes into generally more pleasing and less overwhelming results. You're going to need to highlight what is working in a scene and focus on that, while cutting out some of the visual clutter. I think the fact that you were able to do an aesthetic but cluttered result shows me you're capable of doing that distilling.


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/29609754510251435/01439F3AAD982DF7FDDD60316A03E648E0CE7727/]


    This courtyard is a great example of how you're getting to an aesthetic result but it's only after a ton of clashing and noise. Limit yourself to 5-6 textures, including 2-3 base walls, 1-2 trims, and a ton of decals and overlays, and I think you'll get to a better result. Use lights with a blorange-type effect, with larger radii, to serve as one of the major areas of contrast in your scenes.


    Let's look at your buildings in this scene as well. Pretty square and rectangular, no? I like the tower you created much better. It shows a lot more imagination. You can always go back and look at DOD:S buildings for inspiration, that game demonstrated how you can create interesting buildings without going in an overly rectangular direction.

  • [GMOD] TTT_Yacht

    • FMPONE
    • March 10, 2015 at 9:53 AM

    Operation "Boats and Hoes"

    Looks cool man! I agree about Hostage rescue or arms race, can't see this working great for competitive 5v5

  • Overwatch

    • FMPONE
    • March 10, 2015 at 12:11 AM

    The game is just gorgeous. I was admiring Bram's portfolio the other day, some of the levels are staggeringly great aesthetically. Not much more to say other than the game looks cool as hell.

  • [csgo] cs_cruise

    • FMPONE
    • March 9, 2015 at 5:50 PM

    Those interiors look excellent, keep it up!

  • What I'm Working On

    • FMPONE
    • March 9, 2015 at 8:00 AM
    Quote from InfinitySlayerX

    Will you update the grey box with santorini' new version too?


    The final art version will get a new workshop upload, but incremental greybox improvements will continue to be posted to the current workshop page.


    The heatmaps data from Vice has been uploaded, it's a ton of data so it has been broken into 3 parts. You can find that here:

    https://gist.github.com/moritzuehling/f56c83f3181ec4cb8d6b

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • March 7, 2015 at 9:54 PM

    The architecture is nice, it's obvious that you can handle Hammer well. But the theme is generic, we've seen many of these levels already that are Italy-ish. They don't tend to get the job done. I'd really recommend thinking a little bit further outside the box

  • Counter-Strike: Global Offensive

    • FMPONE
    • March 7, 2015 at 9:39 PM
    Quote from blackdog

    It has.I have always been thinking of a "season" system like Shawn and Volcano were talking in the recent interview. Put up some big prize on a tournament with original map rotation, and people will pay attention.


    This is what it boils down to, isn't it?


    At some point they'll need to make the bold decision to remove Dust2 from a tournament, but obviously it cannot be removed from matchmaking, so as long as the Active Duty is strictly coupled to the tournament rotations, the game will never progress to that new and exciting point. Same for Inferno, Mirage, even Cache (and it goes without saying, Nuke). These levels should be rotated out to make way for new interesting tournaments which force adaptation, and create opportunity spaces for new levels. Not just the same old same old, even if those old levels are critical for establishing a quality standard to meet.


    In the case of Nuke it would also be invaluable to allow Valve to go back and do the Train-process on it, where they sub out a map for a while to work on it and make needed improvements

  • What I'm Working On

    • FMPONE
    • March 7, 2015 at 12:51 PM

    A bunch of announcements >: D


    Thanks to the Reddit mods hosting testing Santorini and Mirage2 on their servers and organizing, over 53 games were played on Mirage2 last night alone. That's a lot of data to parse I highly recommend using their services if you're trying to test out a new map.


    As for Santorini, the map's layout has been finalized by testing and is also completely sculpted and ready for textures!

    [Blocked Image: http://i.imgur.com/6UM8kYq.jpg]


    I've also decided on a theme for Mirage2 (now DE_VICE): Miami Vice! It'll be cool to make a map in my home state.

    [Blocked Image: http://i.imgur.com/ZC7hFHT.jpg]

  • Counter-Strike: Global Offensive

    • FMPONE
    • March 7, 2015 at 1:03 AM
    Quote from blackdog

    Oh yeah, we talking about ancient history, thought there was something going on recently (like they redesigned Train).

    These changes were definitely great, but I still hate the map.


    I feel the same. Really important changes, but not quite enough for me to like Nuke.


    It's still like the second most popular map in the game though, to be fair.

  • What I'm Working On

    • FMPONE
    • March 6, 2015 at 2:16 AM

    I just released the greybox of Mirage2, for testing purposes


    http://steamcommunity.com/sharedfiles/fi…s/?id=403184368

  • [csgo] cs_cruise

    • FMPONE
    • March 5, 2015 at 8:32 PM
    Quote from Skybex

    That paint over image is actually in the boat i am using as reference, but on the other side of the map. The current screens are from the CT spawn who start here http://i.imgur.com/SHJ3cuu.png .


    The part you pasted in will be the T spawn the other side http://i.imgur.com/k8zOGn8.png


    And yes the saturation levels are way off right now. It will get more work once I bother to remove workouts light, it had a crazy bright light because the dome roof dimmed a lot of it.


    And agreed on the skybox, current one is awful.

    Display More


    OK. All I would say is that being photorealistic on the cruise-ship might not be a good route. One of the cool things about Workout was how you had in all kinds of crazy swooping shapes and interesting geometry. I'd like to see you do that again here personally, all throughout the level

  • [csgo] cs_cruise

    • FMPONE
    • March 5, 2015 at 6:33 PM

    I think you shouldn't shy away from white, no need to. Using solid colors everywhere can be incredibly harsh. Here's some paintovers, just one way I could see going with it


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


    this is a mood board, i think you need to swap the sky out ASAP (vertigo sky is an obvious one, custom would be better)

    [Blocked Image: http://i.imgur.com/BUrvhfA.jpg]using so much saturation in the level will still be a mistake, need to tone down the court a bit (or unify it -- think about a tennis court)


    btw, this is why your colors are reading so harshly: you're not factoring in white into your pallette


    ----[Blocked Image: http://i.imgur.com/VnarYCA.jpg]___ vs [Blocked Image: http://i.imgur.com/dJhpYXp.jpg]

  • Games W.I.P Thread

    • FMPONE
    • March 5, 2015 at 5:38 PM
    Quote from Pericolos0

    I made GI


    [Blocked Image: https://dl.dropboxusercontent.com/u/8058021/fps/wip55.jpg]


    A lot of work has been happening on this, I'm working up to a big announcement


  • [csgo] cs_cruise

    • FMPONE
    • March 5, 2015 at 11:05 AM

    I see cruise ships as using a lot of purple and turqoise:


    [Blocked Image: http://www.gannett-cdn.com/-mm-/985beb043148348f1375cfa7a2d764de1d0e1814/c=28-0-1055-772&r=x404&c=534x401/local/-/media/USATODAY/USATODAY/2013/12/17//1387304125000-ncl-Epic-Waterlevel-Right.jpeg]


    I think the velvet tones really clash with the setting. Most cruise ships aesthetics remind me of solo cups


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

    Like I say, purple and turqoise. I don't think you should run away from Workout's aesthetic, which was white and true blue colors, but move to something a bit more regal and at the same time a little bit tacky


    [Blocked Image: http://cdn.boulevards.com/files/2012/10/studio-tours-wheel-of-fortune.jpg]


    [Blocked Image: http://parksandresorts.wdpromedia.com/media/disneyparks/blog/wp-content/uploads/2015/02/hdjaskl654321.jpg]

    [Blocked Image: https://c2.staticflickr.com/8/7190/7090524269_3422704fa6_z.jpg]

    [Blocked Image: http://www.esacademic.com/pictures/eswiki/83/Space_Mountain_night.JPG]

  • [csgo] cs_cruise

    • FMPONE
    • March 5, 2015 at 10:04 AM

    Skybox, imma let you finish, but Demolitions has the best boat theme of 2015.

    In all seriousness, I think the theme has potential, it reminds me of Workout a lot in mood and tone, which means you'll probably have another hit on your hands. I agree it's a bit weird to have many boat maps, but whatever, awesome maps are awesome maps...

  • Source 2!

    • FMPONE
    • March 4, 2015 at 10:17 PM

    There's no point acting as if numbers are fixed. If Epic's marketplace starts putting real pressure on Steam the revenue cuts will just lower in response, etc

  • Valve: Future Hardware Plans

    • FMPONE
    • March 4, 2015 at 4:10 PM

    I think we've seen that Valve doesn't need to have the most user friendly state of the art engine to corner the market on user generated content. The games they make are so good and so huge that the engine matters a lot less.

    Plus even if UE4 is unbeatable, Source2 will still probably be excellent.

  • Source 2!

    • FMPONE
    • March 4, 2015 at 3:56 PM

    I agree that the Unreal stuff has managed to totally overshadow this. Volvo feeling competition for once!??

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