Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Pericolos0 last won the day on April 24

Pericolos0 had the most liked content!

About Pericolos0

  • Rank
    hero of the people... lmao

Profile Information

  • Job
    a caring person & animal friend =)

Profile Fields

  • Website

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. if you want to save money stick to 16gb instead of 32gb. Very likely you won't notice any difference and you can always upgrade later on. I did this and still haven't found the need to upgrade, and I do tons of high end rendering work. Consider getting i5 instead of i7 too if you want to save money there. For most daily use and games, you also likely won't notice any difference.
  2. You'd probably like this: https://pi-hole.net/ I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load also, to stay in the spirit of the thread: I bought a house!
  3. congrats!! And welcome to the Seattle area
  4. Oh man, I'm really bummed to hear that :(. Wishing all the best to you and the rest of UltraUltra
  5. That looks awesome!! Is the geometry mostly built in hammer?
  6. TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls. Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense. There's a story like this for pretty much every overwatch map
  7. I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
  8. Hell yes!!!!Congrats :D! It's looking so good!
  9. Awesome! I just finished Subnautica a little while ago, absolutely loved it :). You guys really made something special. Getting the cyclops is easily one of my top 5 gaming moments haha
  10. incredible work everyone!! Mapcore keeps inspiring
  11. Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
  12. the Maltese Falcon (? not entirely sure.. been forever since ive seen it)
  • Create New...