There has been so much improvements on the game engines since this decade.
[Blocked Image: http://www.home.no/markus-l/co_mistral5.jpg]
[Blocked Image: http://i.imgur.com/v49Eylhl.jpg]
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There has been so much improvements on the game engines since this decade.
[Blocked Image: http://www.home.no/markus-l/co_mistral5.jpg]
[Blocked Image: http://i.imgur.com/v49Eylhl.jpg]
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This game have so much potential but it looks like they are focusing on nitpick things instead of working on the important things, the aiming system looks terrible, the netcode looks even worse, and I don't even want to talk about their 'level design'.
Looks pretty terrible imo.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil/2013-12-15_00004.jpg]
Some improvements, still a lot of work to do but i'm almost there.
SPAARTAAAA
I liked the first one, it was fun to watch, and i'm eager to see this one. I love the greek/macedonian history and the way they ruled the world, can't wait
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SPAAAACCEEE, dat art style, already love that movie.
That's sad it's a reboot, otherwise it would be a great movie to watch.
CS 1.5, it was really bad, and I never released anything since then ![]()
Congratz bro, HP posted something about that russian sleep experiment, you should try ![]()
Quote from ChA1NsAwAnd what about brushes being partly inside other brushes? The rest of the building is on grid, but there it seems easiest to just put it trough. I hate to have it like that though.
It doesn't matter, vvis will take more time to compile but it doesn't change anything. But if the brushes have the same thickness it will cause an overlap of the textures, wich isn't good for the fps, even if it doesn't affect it a lot.
Hammer is ok with the convex brushes, but if the brush is concave it will generate an invalid solid.
I have no idea, never used it so I can't help you on that ![]()
You can make a whole building as func_detail if you want, but this way the building won't hide what's happening behind it basically.
What do you mean by portals ? Visleaf ? https://developer.valvesoftware.com/wiki/Visibility_optimization
func_detail is your friend.
PyroGXPilot : Yeah in fact if I enlarge this dish, it will be the central piece in this scene, I was more trying to create a huge jungle scene behind it instead of working a lot on the dish, I will need some custom textures to make it more detailled if I enlarge it, anyway thx I will see if it works when it's bigger.
@Seir : Yeah I should work more on that dish, it's kinda hard while doing that only with brushes, I should make something in 3DS.
Squad : Nice idea, I like it, but about the colors I can't make something team coloured, the middle must be in a neutral color.
@Campaign : Yeah maybe, i'm kinda scared about doing something like that cause it will looks really blocky, and I don't like that
, altough I should make a custom texture for it, [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/Arecibo_Observatory_Aerial_View.jpg/757px-Arecibo_Observatory_Aerial_View.jpg]
You clearly see the panels on this one, it makes the dish way more detailled.
Spherix : Details in tf2 must be really simple and clear, if it's too noisy the players don't have a clue about what's happening on the map, and where are the enemies. I still can make some differences on them but that's not so important.
Anyway thanks for your advices.
Hey guys, i'm working on this map since too much time, imo 200 hours of detailing, wich is actually way too long for such project.
But i'm near the release and sadly my inspiration in below 0, and I trully need some advices and ideas about some part of my map, Mapcore seems to be the perfect place for that.
Let me put some pics first :
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil/2013-11-18_00002.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil/2013-11-18_00003.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil/2013-11-18_00004.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/brazil/2013-11-18_00005.jpg]
So for that middle I based my work on that dish wich is located at arecibo, the control point itself is, has you can see I hope, based on a pillar wich support the fucking radar.
So I have two questions,
1. How can improve the looks of that pillar, without falling into the over-detailing either, and make it the main thing wich will catch the eye of the player instantly.
2. The scene behind looks kinda terrible actually imo, and I have no idea about how making it good looking, any ideas would be really appreciated.
It's still heavy WIP, the screens are based from a fast vvis/rad, so don't judge too much on the lighting atm. I want to rush it and finish it asap, but seeing how much work I have put on this map, I just can't make that ![]()
Anyway, all criticism will be really appreciated, i'm far to be a pro, and I still miss a lot of things, thanks !
Wow, it's simply perfect to my eyes color wise, the brushwork could looks even more badass if all the piece was rounded ![]()
Really good job guyz i'm jealous.
Destroy it and make it again ?
Hey bro, nice to see you there.
About the portoflio, it's nice, easy to read and all, good stuff ![]()