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Posts by FMPONE

  • CS:GO Stickers

    • FMPONE
    • January 14, 2015 at 5:01 AM
    Quote from Thurnip

    Already upvoted! i think this sticker is pretty cool Funny idea and very good execution Congrats!


    And i jsut have uploaded a new sticker. It was an idea i had a long time ago (maybe around 4 months) but it was frozen inside my sketchbook...

    So if you interested, please check it out on workshop. Thanks! :3


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/47619724786686118/86D06760BE64F665A1A488DE134C6AC0857D5B75/637x358.resizedimage]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/47619724786686145/4F997C77BC1879A0228525461E2F5CFBB7D00C95/637x358.resizedimage]

    Additional images:

    Display More


    nice job! I really like it


    only critique is the AA around the letters, it's very jaggy. Anything you can do about that? Might only be my OCD kicking in...

  • Where's They Hunger: Lost Souls gone?

    • FMPONE
    • January 13, 2015 at 9:54 PM

    They Hunger was so amazing.

  • GTA V

    • FMPONE
    • January 13, 2015 at 4:11 PM
    Quote from Mazy

    http://www.polygon.com/2015/1/13/7537…unch-date-delay


    LMAO PC master race denied.


    srsl pls roqstr wat lols


    >: (

  • [CS:GO]de_zoo

    • FMPONE
    • January 13, 2015 at 4:38 AM
    Quote from Squad

    Made some animal signs for the different enclosures. Was more fun to make than I expected, although it did take a while to come up with something that I think fits nice


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


    Might move this one away a bit, so it doesn't block view so much.


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

    Display More


    In the foreground of the last image, you could do some grass props where the grass texture meets the wall like you're doing in the first shot. The back wall could also use some extra physical detail/ivy coverage, its looking a bit flat. The signs are really cool and effective

  • [WIP] Half-Life 2: Dreaming

    • FMPONE
    • January 12, 2015 at 8:44 PM
    Quote from cashed

    demand?!?! don't worry about if people want it. Do it for you!


    This is one of the things that's missing for me though, I feel like I'm _literally_ ten years late to the party. I've had to decide whether to work on CS:GO stuff or this, and the CS:GO stuff has won out, because the audience is there and they want new content. That, + graphics. But if some people do like it and enjoy it, that would bring a lot of motivation to me I think. I'll probably do at least part two since I don't want to waste the time I spent scripting it, but to go back and do a part three would be entirely because I think somebody out there cares.

  • [WIP] Half-Life 2: Dreaming

    • FMPONE
    • January 12, 2015 at 8:01 PM
    Quote from clankill3r

    How much gameplay minutes you have so far?


    Not many. This will be a short release, but depending on the feedback I have more scripted and ready for art. Short but hopefully sweet in other words.


    Part two could follow in maybe 2-3 months if the demand is there for me to work on it.

  • [WIP] Half-Life 2: Dreaming

    • FMPONE
    • January 12, 2015 at 12:17 PM

    Part one is releasing soon, sometime within the next two weeks.

  • GDC 2015

    • FMPONE
    • January 11, 2015 at 7:18 AM

    Unless plans change I'll be there with Volcano. I'd really like to meet Mapcore people, if possible~

  • Udain Tomar - Game/Level Designer

    • FMPONE
    • January 8, 2015 at 7:50 AM

    bump

  • [UE4]Scifi Reactor Room

    • FMPONE
    • January 8, 2015 at 12:33 AM

    I think this turned out well. It's definitely too dark, but sometimes areas are too dark IRL, and in real scenes in games, especially dramatic cut-scenes and movie-style stuff. I sort of consider it part of what you were going for. It's definitely cool for what it is, even if I wouldn't want to play an entire game like that. All the materials and everything look really nice, and the composition works very well.


    also, seconding the release it publicly suggestion

  • [CS:GO]de_zoo

    • FMPONE
    • January 7, 2015 at 11:37 PM

    That sideways T.V. seems a bit odd, maybe you could do a custom asset there? Also, the shadows on the ground being so red seems odd. Maybe use a local ambient light to bring out the blues there, I think that would make more sense.


    edit: but that first shot is coming along nicely

  • what was your favourite / most inspiring map

    • FMPONE
    • January 7, 2015 at 1:23 AM

    I decided to take this thread super serial and really try to track down my biggest inspirations.


    [Blocked Image: http://i.imgur.com/pNbXl7j.jpg][Blocked Image: http://i.imgur.com/OpKAh7W.jpg]Ins_Almaden by Erratic. Was a big big inspiration for me during my Insurgency days. I never saw such a cool vista, it's still incredibly badass, I mean, just look at it. For me it was always the most visually impressive map in the mod.


    [Blocked Image: http://www.halflife2.net/news//1148138873_nd4.jpg]

    ND_Russia by Briscoe + others (and the Japan level screenshots by Sa7an) If you worked on Nuclear Dawn you were probably awesome and brilliant.


    [Blocked Image: http://www.vossey.com/gallery2/d/6604-1/dod_avalanche.jpg]

    The Dust2 of Day of Defeat, Avalanche by Fingers. Tied with Dust2 for best overall multiplayer goldsource map of all time, IMO


    [Blocked Image: http://static2.cs-bg.net/maps/images/screenshots/maps16/cs/cs-956-cs_bikini.jpg]

    CS_Bikini by 3D Mike. Legendary mapper's best work? Maybeeee


    [Blocked Image: http://i1-games.softpedia-static.com/screenshots/Call-of-Duty-2-Map-Pavlovs-House-Russia_1.jpg]

    Call of Duty 1 MP, Pavlov's House. Holy PHUCK this was fun. CoD1's MP was rock solid. Amazing.


    [Blocked Image: http://img4.wikia.nocookie.net/__cb20100224051608/cs_/images/0/03/De_dust.jpg]De_Dust by Johnston...Dust1 you say?! Yep, primarily because playing this angle with an AWP in pubs was about as much fun as you can have with computer games circa early 2000s.


    also, if i re-made a map (Veil, Cache, Season), it pretty much goes without saying I liked the map a ton and learned a ton from it

  • de_havana

    • FMPONE
    • January 5, 2015 at 11:14 PM

    Even those textures look noisey. For now, I would work with completely solid colors, and then add very subtle noise to them later on. The reason I say that is that less is really more, because CS:GO's lighting engine is very beautiful with minimalist styles, and also because players will very much appreciate the solidity of the surfaces. Adding more noise is easy, working with a reduced level of noise is difficult and will ultimately produce a more pleasing end result (TF2 kind of look, but more realistic). If you really reduce the amount of noise on textures you will see how you will need to be more careful about which details you do use, because they will become very strong and important, and more impressive visually.


    This may sound like a crazy suggestion, but in my experience this is the better art style for CS:GO, and I already think it would improve your work a lot on this map. Mirage is a good example of how to use solid color effectively, Season also does it but it won't be as helpful to you since it's scientific/futuristic.


    tl;dr: as long as you get the correct color tone, it's very easy to add almost transparent levels of dirt and detail for realism. So just use solid colors for now.


    [Blocked Image: http://cs.ingame.de/files/2014/09/de_mirage.jpg]

    [Blocked Image: http://bnetus-a.akamaihd.net/overwatch/static/media/screenshot/hanzo-screenshot-001.1Cg4W.jpg][Blocked Image: http://img2.wikia.nocookie.net/__cb20090324200818/half-life/en/images/5/5d/Hydro_concept1.jpg]

    [Blocked Image: http://www.artistsnetwork.com/wp-content/uploads/2011/03/tam_jun10_stussidemo1.jpg]


    yes you will need to go back and re-imagine some of your buildings, but you will be doing so in order to pursue a more effective + visually pleasing style.

  • de_havana

    • FMPONE
    • January 5, 2015 at 10:50 PM

    Compare the amount of visual noise in your photographs to your ingame textures, that's one of the big sources of my complaints I guess. It's all rather simple colors, not much surface detail, unlike your in-game, and that hurts the visuals IMO. Having so much surface detail on the textures also draws a lot of attention to the low poly arches, etc because of the tiling of the noise.

  • de_havana

    • FMPONE
    • January 5, 2015 at 10:07 PM

    It looks good but the textures are a little noisey for my taste. Maybe you can post some of your 2D flats, so that people can offer some critique?


    Despite the map looking really cool, my two big criticisms are that the textures don't really work well together and look smooth (like DE_MIRAGE, does, for instance) and also that the surfaces in the level feel very "brushy" and low polygon (I actually thought the map was almost entirely brushes at first). Additionally, things like arches should always have external trims (these should probably be models as well). It's a promising start and I definitely encourage you to keep going, but I think the map needs a pass to really solve these issues in a comprehensive way.

  • What I'm Working On

    • FMPONE
    • January 2, 2015 at 7:03 PM
    Quote from Vaya

    I think the left hand site is a little too open for a retake/defuse


    [Blocked Image: http://i.imgur.com/STjf0Tq.jpg]


    Early days obviously


    Retaking this bombsite is easy, that's true. That's intentional though, the B bombsite is easier to take for Terrorists and easier to retake for CT's, the A bombsite is harder to take for Terrorists and harder for CT's to retake.

  • What I'm Working On

    • FMPONE
    • January 2, 2015 at 10:10 AM
    Quote from FrieChamp

    Cool, I've just been there in October. Let me know if you need somebody to tell you that the level's alleys are still too wide and there are not enough stairs and donkeys to match the real Santorini experience.


    How about, did you take any high resolution photographs? ;p

  • What I'm Working On

    • FMPONE
    • January 2, 2015 at 7:39 AM

    Next project is based in Santorini, Greece.


    [Blocked Image: http://cache.graphicslib.viator.com/graphicslib/th…lion-141676.jpg]


    Layout is here if you'd like to try it out:

    https://drive.google.com/file/d/0B77iMt…iew?usp=sharing There's also another project that will remain hush hush for now

  • MapCore CS:GO Playtesting 4.0

    • FMPONE
    • January 2, 2015 at 7:35 AM

    Hi there, I'd like to get in a playtest of a new map, DE_SKY when possible

  • SPAM! Again!

    • FMPONE
    • December 21, 2014 at 12:28 AM

    I'll click a few buttons and make the bad men go away

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