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What I'm Working On, 2014-Forever

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WIP shots look really nice! I was sad that your Half-Life 2 level wasn't in the list  :v  Is it dead?

No, Dreaming isn't dead. I've got a solid 25 minutes of gameplay right now. My goal has always been an hour. The problem is that SP work is just... exhausting. It's fun, but occupying someone's full attention in a linear way requires insane mental energy. I find my motivation to work on goes through peaks and valleys for sure.

 

 

 

 

WIP shots look really nice! I was sad that your Half-Life 2 level wasn't in the list   :v  Is it dead?

No, Dreaming isn't dead. I've got a solid 25 minutes of gameplay right now. My goal has always been an hour. The problem is that SP work is just... exhausting. It's fun, but occupying someone's full attention in a linear way requires insane mental energy. I find my motivation to work on goes through peaks and valleys for sure.

 

 

I FEEL YOU ! I totally feel you. Totally... It's so techy and psychology-intensive. But gawd is it rewarding when it all works.

 

Psychology-intensive. That's a great way of putting it. Definitely explains why I find it a bit draining.

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WIP shots look really nice! I was sad that your Half-Life 2 level wasn't in the list  :v  Is it dead?

No, Dreaming isn't dead. I've got a solid 25 minutes of gameplay right now. My goal has always been an hour. The problem is that SP work is just... exhausting. It's fun, but occupying someone's full attention in a linear way requires insane mental energy. I find my motivation to work on goes through peaks and valleys for sure.

 

 

I FEEL YOU ! I totally feel you. Totally... It's so techy and psychology-intensive. But gawd is it rewarding when it all works.

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It isn't easter but eyes are good. Spotted F.M.P.O on 5th shot immediately.

 

Looks nice, though the floor on the 3rd shot looks kind of out of place. I think you were after some sort of glass floor where grass is underneath but this caught my eye. The wood in 4th shot corridor also looks kind of out of place to me.

 

Loved season on CSS, didn't love the CSGO version but it's hard to say more without seeing the whole map myself. Keep it up.

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Everything looks good except maybe the A-site. I think it may land too much on the sci-fi side of things. I think it's the floor especially which is very tricked out. Also, those chairs and lab "desk"-things are gonna be potentially disrupting for gameplay. The chairs for their clunkyness and the lab desks because of their slightly awkward shape (they aren't a simple box, you can see through them diagonally it seems) and their wall-spammability (are they properly spammable?).

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I agree A is a challenge. I'm having to steadily evolve it because the layout there is somewhat strange. People may not go for chairs, I have no idea. I'm definitely coming close to the line. The floor seems visually not popular at all, so I'll investigate what else I can do there I suppose

 

 

Yeah I would get rid of the chairs, can you not do something like this with the cabinets? http://www.nycominc.net/images/products/Concept%20Fume%20Hoods.jpg

 

 

I think players would like something like that more, yeah. I'll look into it for sure.

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The floor seems visually not popular at all, so I'll investigate what else I can do there I suppose

 

The floor looks a little funny indeed, but I think it mainly does because of the texture underneath. Maybe some frosted glass like this would look better?

 

glass_floor.jpg

 

glass-tile-floor.jpg

 

Or transparant glass with a non-accessible area underneath it:

 

luxury-Glass-floor.jpg

 

Other than that, I like it so far :)

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This is an awesome update to a great map. Cant wait to play it!

 

A bit of feedback on A site, the 'science' areas are aesthetically pleasing, but in gameplay I suspect they will be a bit clunky. Chairs are annoying because they are not spammable, and tend to get in the way of movement. Suggest going back to the simple boxes (hazmat storage area? alien artifacts??) as it works best for the gameplay.

 

Overall top notch effort thus far, rivals the quality of any map out there, including valve!

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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

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      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

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      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
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