Jump to content

Pericolos0

Moderators
  • Content Count

    10,483
  • Joined

  • Last visited

  • Days Won

    24

Everything posted by Pericolos0

  1. Pericolos0

    ECHO

    Oh man, I'm really bummed to hear that :(. Wishing all the best to you and the rest of UltraUltra
  2. Pericolos0

    [Source 2] De_dust 2

    That looks awesome!! Is the geometry mostly built in hammer?
  3. Pericolos0

    Overwatch

    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
  4. Pericolos0

    Overwatch

    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?
  5. Pericolos0

    Prodeus - KICKSTARTER LIVE!

    Hell yes!!!!Congrats :D! It's looking so good!
  6. Pericolos0

    [CS:GO] dz_junglity (Danger Zone)

    Really cool!
  7. Pericolos0

    Subnautica

    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
  8. Pericolos0

    2018: Mapcore's Year in Review

    incredible work everyone!! Mapcore keeps inspiring
  9. Pericolos0

    What have you watched recently?

    Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
  10. Pericolos0

    What movie is this?

    the Maltese Falcon (? not entirely sure.. been forever since ive seen it)
  11. Pericolos0

    What movie is this?

  12. Pericolos0

    What movie is this?

    The Neon Demon
  13. Pericolos0

    What movie is this?

    I am dissapoint
  14. Pericolos0

    What movie is this?

    hard for some, easy for sci-fi aficionados
  15. Pericolos0

    What movie is this?

    event horizon
  16. Pericolos0

    [CS:GO] DE_Breach - Released!

    Finally got a run around in this, really awesome job guys! Super clean, excellent detailing and materials :D!
  17. Pericolos0

    Black Mesa Source

    Those limit's were set 15 years ago as well, probably no one back then imagined anyone would ever need more than 2048 displacements :D. Thanks for the update! Awesome to see how you guys are pushing the engine!
  18. Pericolos0

    Goals for 2018?

    My goal every year: release GIBHARD lol More specific for 2018, gonna take a really deep dive into programming. It's really grown on me as a passion over the years, and I want to get a lot better at it. Thinking about writing my own game engine, and level editor.
  19. Pericolos0

    Blender: Square UV map for models?

    Any reason why you want it to be square? Any texture size that is a power of 4 should work in most game engines!
  20. Pericolos0

    Source 2!

    yup, models update instantly and textures as well, it's really nice! You can also turn any models into hammer geometry and edit them in hammer.
  21. Pericolos0

    Overwatch

    some settings will make a big impact for fps, like local reflections and fog. set those to low and everything else to ultra for great visuals + high fps
  22. Pericolos0

    ECHO

    Absolutely awesome game, it's hitting all the right sci-fi soft spots for me :D.
  23. Pericolos0

    Dishonored : Death of the outsider // Curator and ghost town

    Really awesome texture work!! Thanks for sharing
  24. Pericolos0

    What have you purchased recently?

    I have this screen and can confirm there is no backbleed. Life-changing monitor!! I can't go back to 60 fps lol
×