oh arena, nevermind then.
Posts by Sentura
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looks really good. what game mode, 5 point cp?
i do think something of this caliber deserves more than a mirrored layout; i.e. something like dustbowl.
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Quote from Warby
the i am legend scene looks convincing but it doesn't have "UMPFH" while the hook scenery i just find flat out boring on all counts so id pick-bladerunner
-xmen2
-aliens
the blade runner scene somehow doesn't speak to me, but i understand it's very well made and very close to the original. the xmen scene, however, looks awesome.
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Quote from Buddy
Ehm, i don't think i was trying to be an ass but oh well, just posting some crits.Seir, yeah i do work on some personal projects with CE2 and as long as it has it's flaws i can't complain too much.
apparently unless you think that every single thing posted on mapcore is great, you're an ass. politically correctness has reached a new level of douchery.
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":1x5rwmj0]Ukraine... Russia... What's the difference.
the same as spain vs portugal?

buddy: alright then, nevermind
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what is that place anyway. it looks like a science compound in the middle of nowhere... somehow i think i've seen this before somewhere

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i'll give it a shot.. thanks for the feedback!
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Quote from Rick_D
The lighting is incredibly bland and even, especially considering what you can do with the spec "night time".If different areas need different coloured lighting (I wouldn't be so sure that players will pick up on the fact that there is a colour code for areas, more overt cues are often better for frantic games such as DM) then use different coloured lighting but make it more dramatic.
There is almost no detail in the map, the textures themselves don't help to make it feel very compelling, but the lack of props for detail (pipes, valves, debris, clutter, wires, palettes, etc etc etc) give it a very barren, empty look. The building blocks are there but there's a lot needed to bring it up to a decent standard.
A big moonlight sky with plenty of stars would work wonders for setting the mood of the outside areas, and IIRC this is stock content, and if you are bringing EP1/EP2 content over then adding some custom textures should not be a major issue.
There's some good stuff in the HL2 catalogue which would bring the visual quality up, you don't need to use a lot of models, just a select few in interesting ways (remember Peri's map for the DM contest, superb use of stock).
Along with a lighting pass will improve the overall look of this no end.
i agree with the general notion about props, but what i don't really agree with is the lighting critique (for the record whether players will pick up difference in light may not be a conscious choice). i am curious as to how you would have done the lighting otherwise. the outside area was originally constructed as a closed inside, but it didn't work out so i had to rework it into something different, which is also why the lighting may look less considered in that area (i ripped the values directly from valve maps with the same skybox and upped the ambience a bit).
like i said before, i agree on the notion about props. there are many places on the inside that could be improved easily, and i'm thinking about reworking them. the outside is different; of all the props i looked through, there are only a handful that are fitting with the theme. it was difficult to bring it up to the level where it is outside now, propping further it i feel would both be difficult and would most likely end in ruining what is left of atmosphere. in addition i'd like to at least have some form of variation instead of copying the same prop over and over again, which further contributes to the current situation. i even had a good image in my mind about a 3d skybox, but there was no way i could make it look good in game, save for creating the content myself.
for additional stock content (EP1/2) i'm going to say fuck that. it was a nightmare getting all the things in their respectively rightful folders, then having both models and materials STILL giving me trouble even after correctly pasted because of engine limitations; and leaving me to alter almost every single vmt just to have it look right in-game. i'm not going through that again.
feel free to show me how you'd feel the lighting would work better however you can... i'd be happy to improve.
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sounds like good news to me. if brian fargo has anything to do with this whatsoever, it'll be kickass.
i enjoyed fallout 3 but i have a hard time seeing myself playing it over again. it just doesn't feel like you have the same freedom that you have in the first two; like you said it was more centered around the main plot. another problem for me was the atmosphere in game; it made it feel as if it wasn't set in the fallout universe at all. it's a shame really because i loved the concept art for fallout 3. it just lacked a good narrative and some more freedom (exactly that "what do i do" feeling).
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":2vkp39qj]yeh, and So much awesome special fx wasted in the most stupid movie plot ever.
aw cmon, there are plenty of romantic comedies out there who have gotten away with shittier plots. at least you get some action here.
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it's shocking to hear a community member die at such a young age.
rest in peace, where ever you are. my condolences to his family and friends.
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":121exlo1]mmm, that looks rather poor, at least for the quality bar of the stuff you use to show around here.the trunk texture looks way too even, and it needs way more foliage polygons to make it look realistic and believable.
i agree.
acapulco, it looks pretty good but the specular needs to be much less visible. it makes it look like plastic.
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i kinda liked how zombies were portrayed in hl2, in both quality and quantity. however, i don't consider them real zombies. either way, they're way overdone and are more "lame" than anything else.
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well i was being sarcastic
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i like it, especially the way you can see that it's a genuine koko5ovar.
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