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freakadelle

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Everything posted by freakadelle

  1. I think you can control that with our salary Money alwa...sometimes helps people not to fool around and work focused
  2. That's some nice stuff regarding that this is source Nice wide open areas for an indoor level and great amount of detail. Looked even a bit to busy at first but I think with a well readable gameplay this level will never get boring! Especially like the parts with green and blue lighting. The rest has too much red in my opinion Nevertheless, good job!
  3. Hey warby So....an own studio, huh? Sounds like an awesome plan as long as you don't forget what happened to Nuclear Vision You have some guys for a team already? What about a professional #cs.maps revival?
  4. Hey Friede, did you happen to play my levels in the meantime?
  5. Yeah, they've obviously cut a lot out for this one (public release). Dunno if thats a good thing or not, but it probably means you're going to see a million (probably bad) custom maps come out for FC2... Please don't get things mixed up. Farcry2 is based on the Farcry1 engine and has nothing to do with our cryengine2 (crysis, crysis:warhead, crysis:wars) Farcry2 was done by Ubisoft and not by Crytek(EA) Far Cry 2's engine was built from the ground up and is called Dunia... Considering it can only make MP maps, you can't make SP missions or anything with it... yeah They have the rights for the Cryengine1 (FarCry Edition). Do you really think Dunia was made from scratch? e: I've even read in an Interview that there are still some parts of the old engine. Don't know to what extend but I agree: We better consider it as a new engine
  6. Yeah, they've obviously cut a lot out for this one (public release). Dunno if thats a good thing or not, but it probably means you're going to see a million (probably bad) custom maps come out for FC2... Please don't get things mixed up. Farcry2 is based on the Farcry1 engine and has nothing to do with our cryengine2 (crysis, crysis:warhead, crysis:wars) Farcry2 was done by Ubisoft and not by Crytek(EA) e: Hey Friechamp, now I see that it was your post. How's it going? e2: The Hl2 level looks awesome! It's really smooth. Doens't really look like source (which is a good thing in this case )
  7. I saw the shots first and just thought: "this must be warby's work". And I was right. I like how you keep your awesome and recognisable style and always do something new aswell Nice work. What about something for CryEngine next time?
  8. Nice! Although you frustrated the hell out of one Jury guy who didn't find any LAWs in order to get those helicopters down I could hear him complain through the whole office and when I checked what he was doing he was playing your level ... Anyways: Grats!
  9. I like how you did the transition between the water and the cliff
  10. Well, I often see some guys of the jury playing those levels but as for myself, I haven't yet. And no, I won't tell you something about the current state
  11. Wow, I'm impressed. That's how our Game is supposed to look like. You have a nice feeling for details and composition. Only thing I don't like are the huge background mountains. They're way to empty and boring. Keep up the good work!
  12. freakadelle

    low poly contests

    What about bodyparts? Everyone decides whether he's modeling an arm or a leg or the head and so on. no limitations, every kind of style. later then we are putting the parts together and see what comes out
  13. Right at the moment I'm adapting the lighting completely. If you wanna know how the map looked like a few weeks ago you should take a look at my portfolio (Under LevelDesign => hdn_resident)
  14. I'm currently working on...well....hdn_resident
  15. hey voodoo, looks much better with those lights but there's still something to do. - those circles on the ground need better trims. try to add some detail around at those edges where the plates do end abruptly - some walls on the lower levels look really empty. I think the performance is quite good because of the very limited accessable area. add some detaisl like windows or even plants. - I would add some wooden textures on the upper bridges because it should look more realistic or even more detailed. but its up to you - add a 3d-skybox so far. rest looks good
  16. looks good but I don't like the colorsetting. but it's up to you, I just think beige with less saturation would look better but I don't even know what the animation will be about.... so just keep up the good work
  17. Well, I agree to Dodger. In some places its pretty much too empty. Adding details does not mean to put in several props which are blocking the player and are left out afterwards due to that. There is no brushlimit right? Make a more exciting wallstructure or add very small details the player is able to walk trough (junk or something....hl2 offers some possibilities) Many people think that small details won't get recognized anyways but that just isn't true. Trust me, they will...
  18. I had to take those screenshots on my laptop running at texturequality:medium. of course that has nothing to do with the scale but at highquality the textures are much sharper so you want realize it ingame. the brown thing: yes, I know about that and I tried to add some contrast with carpets and curtains. I think I have to add some more color. I already got some ideas
  19. the map is turning out to be a real big beauty. Hope this will be a frequently played map in the hidden community. greetings well, it's gonna be an official one
  20. but it IS a skybox with a normal sky. the sky is just not that good, but you wont see that ingame. well, i hope so perhaps ill make a new one / tweak this one
  21. Ok guys, i'm back in the business I didnt really find any time to work on hdn_resident in the last few months (it had several reasons eg steam :roll: ) but now i'm able to present you some new stuff. don't be surprised that some pics show older parts of the map. I added lots of details, lighting an other stuff. so you wont waste time looking at the older ones too so here we go: The map is nearly finished. Layout is ready, details are mostly added. I just have to deletd some normal/bump maps to get a better overall picture. comments pls ps.: this is still 100% custom work e: oh, I forgot. I worked on my online-portfolio the last days. I would really appreciate it, if you could take a look :wink: http://www.bliss-art.net
  22. nice usage of damn detailed trims. thumbs up for that. I also like the skeleton. also nice detail. what I dont like is those walls. theyre just big brickstones and thats it. perhaps you should destroy more of them or add more "mesh-sand" over it. you could also add some mosaik-walls. some in good shape, others broken. and you could perhaps(!) add another palm-model. this one here is repeaten a way too often in my opinion. you could make another which is a bit smaller and with a bole that is not that straight up. bend it a littlebit. I hope I could help you a bit
  23. Dont ask me why I have my eyes shut. I have absolutely NO idea. Hi, I'm freak btw
  24. that will change. there are two outdoor areas (no pix yet), there will be fire in one room. no lights except moonlight in another... mh and well. give me some ideas
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