I was asking myself (after a run in the map during my lunch time)...are we always on the same engine ? I'm joking...but...the visuals are really impressive and the number of props too Ô_o
Posts by El Moroes
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Yep, you deserve it !
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Just saw the new version of Dust II (yeah a bit late buddy...I know ^^). I don't know how it plays (?) but I really like this new look of the map, it feels fresh and nice ! Will it be done for Dust ?
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Really interesting posts there ! Thanks for sharing this and for this idea ! It's cool !!
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Quote from ElectroSheep
59 minutes ago, ElectroSheep said: Haha seriously, beta already full of cheater

Yep...
The menu is not well done and difficult to understand, not ergonomic at all. The sounds of some weapons is flat. Everything looks big or should I say "zoomed"...I don't know how to describe this feeling...even when I put a bigger FoV the elements were not smart...
The new 'war' mode is like a simple corridor where everyone launch their nades, it was not fun for me and I quickly qui the session.
I had good time in the 'team deathmatch' mode because it was fast and it played well but I'm not sure it will be enough for me to play...at this stage, only the solo mode is interesting me.
I'm a bit disappointed and I'll continue my way on BF1 I think. Arf.
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Nice photos guys

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I just come back from 2 days spent in the mountains ! It was amazing ! Now I'm tired
A video I made on a peak (in french guys
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It could become one of my favorite map, I really like the setting you choose !

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I don't think I will, even if it's Source 2. About the custom assets, you can use them for any map, but with this one, it was more temp / not worked textures. Thanks guys

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Quote from marnamai
15 hours ago, marnamai said: @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)
5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
Quote from kikette1 hour ago, kikette said: That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise. Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc.
2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =) 3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.) 4) It isn't the case since each building is already mount in the engine before the "final" art pass
About the Content Lock down, you just have to make your request before it. If not, too bad ahah !5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine

Well...thanks @kikette for the answers
Just a point about your last question : there was 1 "owner" by level. The other architects helped the "owners" by making a pass of details, optimization, lighting,... From the beginning to the end, I think we worked 8 months on this project (from prototyping to the finished levels). -
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Hey guys
No surprises or happy news here too after my post on the Arizona thread. My decision is the same for all the projects I had so this one is following the same fate. As I did with Arizona, @kikette and me are agree to share all the source files of this map too. You'll find everything you want to check the map...or more. Be careful with the fact that we used some models from other maps as internal tests / temp assets (we had the idea to make our own props). Oh and there is no optimisation at all. So, no more words here but the link where you'll find the map : SOURCE FILES DOWNLOADAnd again, I'm sorry if we disappoint some of you...
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25 minutes ago, 'RZL said: Let's start a petition to force @ElectroSheep to finish this map. We can't let him get away with this! >:(
It won't work guys

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Guys, our standalone "Dishonored : Death of the Outsider" is released
And if you want, you can see this video (spoil alert!) to see the gameplay :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.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.[Blocked Image: http://bidoulmarc.com/images/games/DISHONORED_DOTO/DISHO_DOTO_scr_01_L.jpg]
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Have fun ! -
Guys...bad news here. Well how will I explain that I think this project show me that I've enough with mapping ? Mmmh during the last couple of days (and after two busy summer months) I tried to find someone who could help me to art this level. I honestly though that this map will be something that I'm proud and perhaps the last level for me...but these last days I was also thinking a lot about myself and my priorities and unfortunately, making levels is not on my top priorities.
Of course I still like that but now, and since few years, it's my job and I honestly don't want to spend time on that when I'm at home. I think I should stop lying on myself and make what I really want to do. Of course I'll continue to follow what you're doing guys (because you're making great levels!) but, yeah, about me I'm done with that. Perhaps some of you would like to continue this level ? If it's the case, you'll find all the needed files here : DOWNLOAD ARIZONA FILES Well, I think it's clear and I'm sorry if I disappoint some of you but I think I take the right decision for me.
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Wow guys... !!
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I'm using Squarespace too for my photography portfolio and it works pretty well. My other portfolio is made by my hands with the old html code and it's enough with what I want to show.