I'm 15 years old and have been a dedicated online (PC!)gamer for around 8 years now; and a modder for almost 5. I like mapping and messing around in photoshop, and recently I've been getting familiar with modeling programs.
Well very early build != bad, hardly functional build. Your followers aren't in the team, we don't know how much better it will get. From our perspective, this is all we know about the physics system and we want to make sure you're improving it.
I also hate to see the way you're replying to some of these comments. Game developing might be frustrating as hell, but try to stay professional.
So... why post pictures of it? If you know this is low quality work why would you promote your mod with it?
Nothing wrong with showing WIP screenshots though, just make sure they're of a suitable quality so your followers don't get the wrong impression.
If the mod is so planned out and ready to go for the potential early release, why not just release it then? Are you holding the release back just for this PR stunt?
Yay Agustin Cordes!
Was going to basically say all this.
Your art is fantastic, but it's basically carrying the game, the level design seems like an afterthought to just cram everything in there.
With it being a multiplayer game, viciously prototype levels with basic geometry until you're satisfied, THEN go over in art passes.
It also looked a little choppy, hope it was the recording doing that!
Looks alright for a BETA tbh.
Quick, somebody make a mod for PC split-screen!
While you're cranking out models, model some pieces to use for railings! It'll be a lot tougher to make them look good with brushes.
Also, I think making the roof slanted or adding some detail to it would benefit the room.
LOVE that wall texture, though the lights look a little plain in comparison.
Botanicula is at least as good as Machinarium was, and THAT is a huge feat.
Yeah if you look only at the small scale you may think that.
But playing through an area with a lot of action or movement, the only thing that players will remember and notice is the big picture, the combination of every element of the map coming together.
Extremely good and professional looking art direction, great job!
THIS is mapping, pay attention to the skybox; that's what gives so much feeling to a map like this, it gives it a location, a meaning.
I like the vein on its back.
Nothing wrong with playing it safe for your first commercial title :)
Just look at Dear Esther!
Surely linking that must be against the rules of the site??
The mo-hawk one(first on second row) is noticeably worse looking than the others, not sure if it's the weird angle or what; it may bring out the weird shape of the skull? I'd look into it tbh.
The others look great, especially the undead human things.
I apologize but the way the bottles are on the floor are funny!
Make most of them fallen over, and the lightswitch is too large next to the door.
Maybe some grimey decals on the floor or walls too, to make the place more dirty.
Very nice props and textures btw!
"As said, this map won't be ingame. It's just a prototype/programmer-art asset."
"...It's just a prototype/programmer-art asset."
GOT IT EVERYBODY?
For real, alpha buyers are *conveniently* not mentioned anymore, maybe we'll have to email Mojang about this?
10,000 likes for nudes of every team member. Yes, even the girl.
Good article! So many gamers and modders think they'll get a great job in the developing business, when it just isn't realistic most of the time.
Quite the lazy eye there!
Good job, gives the model a 'warmer' appearance.
Keep it like that in Normal (weapons and ammo/health pickups glow) In Easy though, put a glow on objectives as well. Then in Hardcore allow no glows at all.
In the Easy and Normal difficulties allow the glow to be turned off, for people who just want easier enemies.
Please replace the water splash effect! Lol that's all I can complain about.
Maybe for a portfolio...? I really don't know, it seems completely useless to make a high poly model in HL, I agree.
Not nearly as good as your indoors mapping, here's some help!
-The rocks on the right side of the picture don't look very good, it seems like you spammed props one on top of another, I'd look at more reference photos perhaps?
-The road texture also seems too blue-ish (roads usually seem darker) and it also looks too clean to be in a desert.
-The area looks a little too hilly in general, and from the view it looks too boxed-in and linear/cramped feeling.
-The lighting also seems off, the skybox is so bright yet the shadows are dull and even the bright areas lack a real brightness.
Although I said your indoor stuff is better, this isn't ugly! Just a lot to improve on.
Not much loss of quality from the high poly! Excellent work from your team.
13,000 wpoly? I'm surprised the engine doesn't crash.
In other words he ********** slightly after reading through the news post and/or viewing the image included.