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Posts by FMPONE

  • What I'm Working On

    • FMPONE
    • January 29, 2015 at 5:46 PM
    Quote from _a2

    when you begin your layouts do you start with mid first? the feelings you capture with your maps is quite unique, can't wait to see this in game


    On this map I did start with mid. I desperately wanted to get a great feeling mid, and I think I was able to do that.

  • Alien: Isolation

    • FMPONE
    • January 29, 2015 at 4:29 PM

    Nothing happened here on the last page. Thanks for being mature guys


    Can't wait to see what Creative Assembly has in store for the future.

  • What I'm Working On

    • FMPONE
    • January 29, 2015 at 2:15 PM
    Quote from Vaya

    [Blocked Image: http://www.reactiongifs.us/wp-content/uploads/2013/11/brent_rambo_approves.gif]


    The .bsp you've just linked to, is that the one in the screenshots or the initial greybox?


    It's the initial greybox, the one I'm working on is in heavy construction so it isn't playable

  • What I'm Working On

    • FMPONE
    • January 29, 2015 at 2:07 PM

    OK! Here are the first screenshots of DE_SANTORINI.


    [Blocked Image: http://i.imgur.com/ktsfq26.jpg][Blocked Image: http://i.imgur.com/V2QeRIe.jpg]

    [Blocked Image: http://i.imgur.com/fI4Bb0n.jpg][Blocked Image: http://i.imgur.com/8Q8CX2K.jpg][Blocked Image: http://i.imgur.com/QWRfAxH.jpg][Blocked Image: http://i.imgur.com/u5MNVY5.jpg][Blocked Image: http://i.imgur.com/d9Ec8fD.jpg]


    For this level, I'm trying to purely map "tones", until I'm ready to add in actual textures. The tones allow me to control for contrast without being overwhelmed by the need to balance specific colors within a scene. This also allows me to understand the types of props I need in an area without being biased by color preferences beforehand. This means I'm building a lot of geometry in place of meshes, for the time being, and the meshes will be added later by a talented artist named Dimitri, recommended by none other than Kikette


    Remember -- if you want to see how the map layout plays, you can do so right now:

    https://drive.google.com/file/d/0B77iMt…iew?usp=sharing

  • What's going on with your life?

    • FMPONE
    • January 27, 2015 at 11:30 PM
    Quote from PogoP

    Oh I forgot to mention his mom's a millionaire.


    Wanna meet that mom

  • What's going on with your life?

    • FMPONE
    • January 27, 2015 at 5:12 PM
    Quote from Thrik

    I'm going to end up renting until the day I die. Fuck dat buying shit.


    Abso-fucking-lutely.

  • Counter-Strike: Global Offensive

    • FMPONE
    • January 26, 2015 at 10:31 PM

    Ban hammer comes down


    http://blog.counter-strike.net/index.php/2015/01/11261/


    North American counter-strike is basically dead in the water. But ethically the waters are clear once again

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • January 26, 2015 at 9:58 AM
    Quote from El Moroes


    Your image link is broken mate


    Ow, is it better ? Thanks


    I like your layout, but to be completely honest, it's a bit over-simple. It doesn't do anything wrong necessarily, but it's a bit boring because of the rotation spots at the top of the map for CTs, which are simple corridors really obviously lacking in any sort of interesting geometry, gimmicks or variety. I don't see any doors or ladders that would also add some interest to the very simple layout, although without more careful routes not even those would help much. I think the level would lose appeal after a couple of playthroughs without some more interest for players. Look at maps like Inferno for some ideas of how to add interesting elements to a simple layout, right now this one looks like it's doing the bare minimum.


    What about windows overlooking corridors? Ladders into certain areas? Vents which you can break and hop out of. Catwalks, so two areas of elevation right next to one another. Interesting use of crates throughout the level. Boost spots and one-way areas. Doors which players can use to execute fakes and deny CT's strategic information. Etc etc etc. Simple angles will become boring.

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • January 26, 2015 at 9:45 AM
    Quote from El Moroes

    Cashed...it's promising !!

    In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).


    [Blocked Image: https://lh4.googleusercontent.com/seqQvxplrB73qehAvf3Gqy-znYCiGNUANsxcNoWKcQPrFDy9tBbGUo82FDBYeiOPWft-gMP9JZ0=w2536-h1235]


    Your image link is broken mate

  • WIP in WIP, post your level screenshots!

    • FMPONE
    • January 26, 2015 at 2:35 AM
    Quote from cashed

    some fiddling


    [Blocked Image: http://i.imgur.com/SvhNU2M.jpg]

    [Blocked Image: http://i.imgur.com/wneM7hb.jpg]

    [Blocked Image: http://i.imgur.com/wneM7hb.jpg]


    Reminds me of this:


    [Blocked Image: http://s.nx.com/s2/Game/CSO2/obt/Guide/MapImg/kind_01/big/centered_02.jpg]

  • Question about levels and old school level designers.

    • FMPONE
    • January 23, 2015 at 6:35 AM
    Quote from Puddy

    Dust2 is a great map. Dust is 90% nostalgia imho.


    I disagree. For it's time, although that time has faded, it was an exceptional level and one of the best of all time. Same with Cobble, in its time it was exceptional.


    You have to look at old game content in the context it existed in, you can't look at Mario 64 and say it has bad graphics, because for its time it was world class. Dust 1 was a world class level in its time. The fact that it's not as great in CS:GO says more about CS:GO and how the game has evolved, than it does about Dust.

  • Alien: Isolation

    • FMPONE
    • January 22, 2015 at 4:30 PM
    Quote from dux


    because of the budget of the game, presumably


    And? That makes no real difference to how the game sells.


    The point being the game was probably expensive to create and it hasn't sold that well. The budget is important because they didn't find this thing growing on a tree, and 1 million sales is pretty poor for a AAA title.


    I don't know the budget of each respective game, but, by way of comparison, Squenix was dissapointed in 3.4 million sales in the first month of Tomb Raider's release. They had expected double that much....


    http://www.eurogamer.net/articles/2013-…rst-month-sales

  • Alien: Isolation

    • FMPONE
    • January 22, 2015 at 3:15 PM
    Quote from dux

    Why is 1 million sales bad or surprising? Given the type of game that it is I'd consider that extremely good.


    because of the budget of the game, presumably

  • Punch Club (ex. VHS Story)

    • FMPONE
    • January 21, 2015 at 4:23 PM
    Quote from Dartius

    Making an intro cutscene. [Blocked Image: https://pbs.twimg.com/media/B4lvzaOCYAAf_SH.png:large]


    Echoing what others have said, wish all the WIP game posts we got were as awesome as these

  • Wall Worm Wants YOU and your pretty maps

    • FMPONE
    • January 21, 2015 at 3:42 PM

    I don't think the issue with adoption of something like Wall Worm boils down to people being defensive about what tool set they use. I think the problem is that learning anything new (say, moving beyond Hammer to make maps in Max) is just another thing to add to the to-do list pile for people who are already overloaded trying to ship content.


    You could argue that learning the new skills would help them ship more content, but again it's not defensiveness it's prioritization, which I think is important to clarify. If people had all the time in the world I'm sure great tools would all get more use. I would also say that offering premium use of tools for using said tools in your contest is a bit cyclical and unlikely to affect much change, cash would probably be more effective frankly.

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • FMPONE
    • January 21, 2015 at 9:20 AM
    Quote from FrieChamp

    Hourences had a busy year.


    [Blocked Image: http://img11.hostingpics.net/pics/365828BYK3GNcIIAA9ymE.jpg]

  • [WIP] Half-Life 2: Dreaming

    • FMPONE
    • January 17, 2015 at 9:16 AM

    Changed my mind on this. Just not of a quality I can be proud of for years to come. I'm really really disappointed in myself right now, I thought I had something good but closed beta testing just did not yield the kind of results I want. Lot of lessons learned, which seems to be my story lately. Irritating. Not much more to say, sorry I raised the issue again only to drop it like this.

  • GDC 2015

    • FMPONE
    • January 16, 2015 at 12:02 PM

    I suspect there are more people here who are being too cool for school. SHOW YOURSELVES

  • What have you watched recently?

    • FMPONE
    • January 15, 2015 at 12:14 PM

    Is anybody else watching Black Mirror? it's a little rough around the edges, but it's good!

  • Mapcore's UE4 Whitebox Challenge Feedback Thread

    • FMPONE
    • January 15, 2015 at 1:56 AM
    Quote from 2d-chris

    Do I smell a bot? Here, more of your kind ...


    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.


    I think somebody is manually typing out bot posts. My head is aching with how stupid this is


    As for the contest, I thought it went well. I'm not sure if I agree about voting, I think it's the fair way to do things. My only concern with internet voting is poll abuse, but that isn't going to be a problem until we have monetary prizes

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