Source Mapper

Comment History  (0 - 30 of 352)
DeathVice
DeathVice @ Interval 05

For some reason the offices in F.E.A.R. never get old
Lookin Good!

Good karma+3 votes
DeathVice
DeathVice @ Screenshots

Damn, this looks really good

Good karma+2 votes
DeathVice
DeathVice @ Image 6

Looking good!

Good karma+1 vote
DeathVice
DeathVice @ Christmas Update!

Looks good, maybe lower the light-map scale on the concrete walls

Good karma+1 vote
DeathVice
DeathVice @ It's that damn freezer again...

I lol'd when I saw the icicles, they add a nice touch to the room. Maybe the bottom should have blue lighting as well to reflect the "cold" feeling of the area.

Good karma+1 vote
DeathVice
DeathVice @ Office Warrens - The Coward

Maybe put a metallic border trim around it

Good karma+1 vote
DeathVice
DeathVice @ Road details near the bar

I'm pretty sure it is an SSAO effect on the grass

Good karma+2 votes
DeathVice
DeathVice @ Soundtrack - Save Theme

Idk, serenity is kinda hard to beat, but its cool to hear something new!
Youtube.com

Good karma+3 votes
DeathVice
DeathVice @ One map down...

Looks like it was laid out and designed neatly, great job

Good karma+2 votes
DeathVice
DeathVice @ Quick AI demo.

lol'd pretty hard when I saw him jump

Good karma+1 vote
DeathVice
DeathVice @ Fully degraded optional hud and new weapon texture

I don't think it is meant to be approached with so much thought and insight, but yeah, i'd say you are right about the HUD.

I imagine a better indicator of a mask's/helmet's durability would be how clean or dirty (Burn marks, stains, dirt, etc.) the glass was; since you do occasionally walk through burner anomalies, endure rough weather, get in firefights, etc, with your helmet/mask, this idea would be similar I guess to how your gas mask functions in the Metro series, in which your glass gets fogged via condensation, or fumes, dirt, grit, etc, and you have to clean it or find/steal a new one.

Good karma+3 votes
DeathVice
DeathVice @ WIP

Recently played Area 51 again for PC, (it was released for free by Midway) graphics were pretty good for a 2005 shooter, and while the level design seemed pretty basic and one dimensional, the quality was still there, the game was also a lot shorter than I remember it. Anyways, what Gamerdude said I think would help in the level design process a lot, considering this is a remake of the game. I also understand this is just a WIP, I wish you guys the best of luck

Good karma+1 vote
DeathVice
DeathVice @ "Bleak" - Forthcoming graphic add-on for Autumn Aurora 2.1

Wow, looking through the screenshot album in imgur, amazing work, looks realistic and provides great atmosphere, thank you guys for all the hard-work and dedication put into AA throughout the years

Good karma+2 votes
DeathVice
DeathVice @ Fast Detect New Scrennshost with fb weapons

Nice use of spec maps and lighting here, Obergun

Good karma+2 votes
DeathVice
DeathVice @ smoking room.

Kinda looks like a grenade went off

Good karma+1 vote
DeathVice
DeathVice @ Garbage Gallery Vol. 1

The drifting fog does a lot for this bog area.
Great atmosphere

Good karma+5 votes
DeathVice
DeathVice @ Elevator Corridor

Maybe the trusses should run horizontal instead of fitting to the contour of the arched ceiling, that way the ceiling pipes don't overlap with the truss and the hanging metal frames have support.

Good karma+1 vote
DeathVice
DeathVice @ Project-X

Looks nice and futuristic

Good karma+1 vote
DeathVice
DeathVice @ Antlions Everywhere screenshot

Pretty cool shot

Good karma+2 votes
DeathVice
DeathVice @ Corridors (Mansion)

Maybe tone down the brightness of the moon-light shafts just a bit. It seems there is a lot of moon-light shafts flooding into that corridor from the window and not that much actual lighting illuminating the corridor itself.

Good karma+6 votes
DeathVice
DeathVice @ Look on the Bridge...

The washed-out look gives somewhat of a post-apocalyptic feeling.
Looking good!

Good karma+4 votes
DeathVice
DeathVice @ Meanwhile on the Agroprom

Zombies? Liking the cold and foggy atmosphere

Good karma+3 votes
DeathVice
DeathVice @ Random pic

Darkscape

Good karma+4 votes
DeathVice
DeathVice @ Forest/location 1

I think vanilla version had a treeline backdrop on the hills, I think that's why it seems like there is less trees and more open area
Scriptroutine.files.wordpress.com
To the right of the house in the image you can see a 2D-like treeline on the hill, I think that is maybe what is missing from the first image

Good karma+3 votes
DeathVice
DeathVice @ Forest/location 1

oh boy, now this looks interesting :)

Good karma+3 votes
DeathVice
DeathVice @ Shadow in the attic

Somehow I feel env_lightglow is your signature touch

Good karma+1 vote
DeathVice
DeathVice @ Official Launch Media

10/10

Good karma+5 votes
DeathVice
DeathVice @ Goals of the week #8

Awesome, can't wait!

Good karma+3 votes
DeathVice
DeathVice @ New Dylan (Which do you prefer?)

I think the skin color is a little off, they both look like they are covered in soot. The first one looks too much like Krauser and the second one looks too generic, the body model looks good though.

Good karma+3 votes
DeathVice
DeathVice @ Ray of Hope [Co-op & Online]

Wouldn't in-game optimization be an issue if all the maps were basically compiled into one?

Good karma+2 votes
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