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.
I believe he has a point, it needs to be re-done in a style that matches the game. And @ Icedecknight, just because it has a lack of attention doesn't mean it has to have a lack of quality.
Looks alright overall, but the texture is too shiny. The ears also need to stick out more, they are too flat against his head.
LOOKS LIEK CRYSIS TROLOLOLO
Why not? I think this original version was elegant in its simplicity, something I don't find so much in the re-make.
Very beautiful, probably the best mapping I've seen in the mod so far!
Hahahaa, good idea for a starter weapon! I really like it.
Hahaha this makes it seem as overpowered as a good fade was in HL1. All jokes aside, a great trailer and I am definitely buying over the Christmas holidays =D
Incredible! I've been watching your engine for some time and am still impressed every time by the huge scalability. I've honestly never seen anything like it.
This looks like an excellent model! I'd only do something with the talon on the foot that sticks out weirdly.
That's a very beautiful shot! Huge round of applause for your environment designer(s).
Really gorgeous shot here, even if the trees are sprites they look good!
Looking superb! The only areas lacking structurally are your floors.
I don't own this game.. but you're making me want to buy it to play this mod!
Don't upload crappy pictures? I get annoying updates on this mod every damn day from pointless pictures that should be shared among friends only. This is just as bad, not worse, than the updates lately.
Is that a custom NPC? Nice! I also like the way you use lighting in this picture, using different colors.
Holy crap I love AOM!
You have a good base here, only thing I ask is to improve ceiling architecture, make everything interesting, not just walls!
Zero complaints here, looks flawless!
Woah, had no idea you were good at drawing too! Looks excellent, and I love the style you used for the picture; it'll be an awesome present!
At first I thought the atmosphere was so gritty you couldn't really see anything, but I'm really starting to like it! Looks pretty awesome guys.
Quite inspiring, great work.
THIS looks incredible, great work.
Hopefully this is a WIP as it certainly isn't up to par with your other work. It needs some texture variation on the walls to stop that nasty tiling effect, and overall more details. Good to see something being posted though!
Contrary to popular belief NOT everything in every videogame is old, worn down with use, and dirty. Some objects the player (or characters) use may be new, and in this case it appears to be just that.
Looks really good, although her legs look freakin' long.
Looks detailed enough to me, great job!
This is just an observation but I think you should release slightly more substantial updates, and save these smaller releases for your personal profile or something. I think you'd get far better feedback that way.
Awesome release guys!
I can tell you right now you will never be satisfied with trying to use VM to round these corners. Everything will either produce a brush/vertice error, or it just won't look right. I'd just model it, seeing as you are skilled at it.
Tbh this is a pound-for-pound re-making of the map. If that's what you were going for, great.
But I'd like to see some 'liberties' taken with it, i.e. putting in some original ideas. Oh yeah the textures are also a bit bland and sameish all around.
Ahh, the lens flare :D
Why would you post a shot of something you think so lowly of? If we don't comment on the badness of it then what should we say.
Too thin?? Look at the rest of his body.
I love the model though, good work.
Woah, definitely a step further than the last image. With the direction you're taking with this it'll surely be extremely disturbing, which is completely awesome.
Looks wonderful. I can't see any misaligned textures, or any lack of details, etc etc. Nearly perfect.
I'm impressed by these shots! Will the player be able to move around without a lot of hassle though?
You, sir, wow me with your maps.
Could use some more interesting geometry and props, good shell here though.
I gotta say, this looks really good! My only worry is ambience/immersion. Please please make it feel like you're really there!
The perspective is a bit off, I know =D
Is this an updated version of a previous screenshot? I remember something like this. If it is a revised version, it looks much better. But don't ever forget the ground! It doesn't look bad, yet it is really flat.
Holy crap. Admittedly I know nothing about guns, but this sure is a looker!
I wish I liked Halo more.
Cool! This is very accurate, good job.
I liked it heaps more than the regular black one.
Looks superb, nothing else I can really say about it!
Looking forward to your mod!
Make something interesting with the ground, perhaps a large valley or something? Or try to get some cactuses (plural of cactus??) in there.
That actually looks pretty damn good, great work! I'd only suggest a few more minor details on the floor and walls. Overall it's quite good looking.
Congrats! Now let's see some new in-game content! =D
Terrific. Good luck with the mod!
I don't like it. The fog looks good, but the ground is much too flat, the foilage too thin.
Decent textures, but I think you should switch it up a bit, it looks like there's too MUCH concrete. I love how it's coming along though, good work!
I'd like to see that rock wall a bit more... not flat. And maybe do a little something with the ceiling, that looks like it needs love too.
Nice! Your indoor areas are really getting much better. I can only suggest you to try and focus on more interesting architecture in the hallways; I know it's only a hallway, but think grates, pipes, doors that don't open, anything!
Looks great, only criticism I have is about the upper rock walls. You need to vary the height across the top, from the player's angle it looks very flat
=\ Spherize! On a noise backround.
Could use some more details.
Of all the lighting screenshots, this is the only one I see a noticeable difference in.
Looks superb, I love this mod so much for expanding on the HL1 engine.
All of those (wow I just forgot the name of them...) wooden poles... they look kinda lonely without any electrical wires! And some seem to have the same angles... great displacements! BTW it's fun playing L4D with ya ;D
Thanks, actually I kind of want to finish, hmm. I'll go work on it!
Nah, all these screens are stock content.
I really think you should change the ceiling's texture, as it's the same as the floor. (And it looks better on the floor) Really cool looking mod though!