Posts by El Moroes
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Ok, Peter Dinklage's performance impressed me in this last episode !
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Thanks for sharing this

Reinstalling S.T.A.L.K.E.R. now ! -
Quote from PogoP
Looks cool man, but some of those textures/props look a bit dodgy in terms of quality. Specifically, the church interior looks a bit low res.
I agree with PogoP.
I did a quick run on it and it was what I was thinking. The thematic is good and it's really cool to see a new setting in the game, especially an European city (is it Bruges ? Rotterdam ? Well, it's a Flemish city and it's cool and fresh).Now, you have a good base to start increasing the quality of your level (brushwork, textures, details,...). For the historic part of the map, you could check some famous Flemish painter like Cornelis Springer to find inspiration for some textures / details or what you want... [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/c/cf/Cornelis_Springer,_The_Gemeenlandshuis_and_the_Old_Church,_Delft,_Summer_(1877).jpg][Blocked Image: http://upload.wikimedia.org/wikipedia/commons/thumb/3/3c/Delftse_Vaart_and_the_St_Laurens_church_in_Rotterdam,_by_Cornelis_Springer.jpg/1275px-Delftse_Vaart_and_the_St_Laurens_church_in_Rotterdam,_by_Cornelis_Springer.jpg] But...it seems that you are in Netherlands so you just have to check at your windows to find what you want
Oh, and your map make me think of old cs1.6 de_deadlock map from 3D-Mike (still him ^^).This map had some models for what you did in a street
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Quote from Deh0lise
For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.
Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.
Ok I understand, but currently, the snow is a little bit out of your setting when we see green grass with green trees. I know that it could be saw in reality but here, on your map, it's a little bit weird. I'm sure you can have a nice sand texture without a loss of readability.
Oh, and about Rust ? Do you planned an update (I like the setting you used
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Nice update but...why snow ? Replace it by the sand you had before please

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Why ? Seriously...why ? Am I the only one who finding that it's one more stupid thing for this game ? I know this is made to sell more copy of the game but...sorry, it's just the marketing around this game makes me exasperated

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I remember the playtests and it was cool to play and visually pleasant
Nice one man ! -
This show is... !!! Wow !
QuoteI'm not sure if I'm happy or not after this episode...who will be the ficking bastard I love hate when I watch this ??

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Loved the "Oooh yeaaah" at the end xD
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Ok...as usual with this show I can't wait the next episode !!
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Perfect @ work for my coffee !

[Blocked Image: http://i.imgur.com/4WVONUM.jpg]
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Ok guys I think we can consider that Highlands is running well with a perfect layout ! Aha !

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Ok guys, if you have feedbacks on Highlands, please share !

@ Kinggambits : I posted mine in your topic.
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Me too, and I want more xD
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To be honest, I had some difficulties to find my way through your map. I think for the next playtest you should work on these points in a first time to have a good playtest only focused on the gameplay, the aesthetic will come later (and the thematic intrigues me, it makes me curious
) : - clean the main paths and avoid fake accesses - simplify and remove useless details in your geometry ; it will be much easier for us to understand how your map is build, how your layout is working - try to use the same dev textures for the floors / walls / ceilings / ... - work on your lights and put them where it's useful, where it could help the player to find the way to the bombsite, choke points and remove them where it's useless (I remember a white light in a bend on my left - I followed it and it was a blocked passage) - add lights where it's too dark (like in the containers) - add a radar with a clean overview I'm conscient that these points give you a lot of work on the map but I honestly think that your map needs these modifications, as I said above it will help us to have a better comprehension of your map and it will allow us to be more pertinent on our feedbacks 
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Ahah yep, it was an April Fool
I can't resist when I see these images on Polycount ! It's an amazing stuff.
It's the work of Jeannot van Berlo "Logithx" and it seems his portfolio doesn't work.This is the original topic : http://www.polycount.com/forum/showpost…&postcount=3431
QuoteOriginally Posted by Logithx [Blocked Image: http://www.polycount.com/forum/images/greenfox/buttons/viewpost.gif]Was working on this City 17 environment in UDK, still tons of stuff to do like creating all the exterior stuff, train interiors and some smaller models (monitors and props) but then Epic released UE4 in all its glory. I'll probably quit this project in UDK and convert it all to the Unreal Engine 4. It's gonna take a while though. Please note that there's lots of placeholder models/textures/lighting and general derpyness in these pics. Can't wait to get going with UE4.
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Ouch I have some unread message there, I forget we had that xD
Wow, old messages from 2006
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Hey guys, here is a in-engine rendering of what we'll have with Source 2
I let you appreciate it. [Blocked Image: http://i.imgur.com/etyTBGQ.jpg][Blocked Image: http://i.imgur.com/FUmUsMs.jpg][Blocked Image: http://i.imgur.com/MQ0bvSC.jpg] I can't wait !