I'm a huge FPS fan, old or recent (Duke Nukem 3D, Painkiller, Wolfenstein Enemy Territory, Blood, Left 4 Dead, Killing Floor, Doom, S.T.A.L.K.E.R., Borderlands ...).
For much details, see my blog entries ;)
First video there, CoD Zombie mode sounds. Seriously?
I think FritzOfTheSS don't need to be buried for expressing his opinion, but the discussion was only around graphics and what the player sees, not what's behind, and it's quite huge: coding, testing, improving. Graphics, and especially screenshot don't and can't show that.
General complaint over @ GTAForums as well :/
Seems it is from a TBoGT.
Sad there's no backward compatibility, but thanks for keep things up to date :)
I think he's dying... again!
Nice detailed artwork! :)
Dunno why you got -2, the ground and the wall on the left are "clean", few decals can easily add more detail :)
Nice work :)
I think he meant why they've chosen the orange for this map/map name, and not any other color. Not a stupid question at all... Maybe like the HEV :)
Lighting. Fog. Skybox. Ambience. Love it :)
Nice progress, thank you for all your efforts! :)
The support on the right looks like wood with this lighting, dunno how you achieved this; Anyway love how you place props and corpses, look so natural and well filled!
Detailed and atmospheric, love it :) Nice colors, lighting might be awesome at night time!
Thanks for the upload :)
OK, thank you :)
Thanks for sharing! :)
Or move, or show a more large area IMHO; Even, why not a great panorama with some activity? :)
About NPC: maybe the black of the head contrasts too much with the white; But dunno how to make it look "better" :/ The rest of the reskin is quite nice, like it :)
Is it possible to browse the files before extraction and select what kind of files you want to extract, like Only textures? :)
Great job, thank you for all your efforts!
You may add books in front of the library on the ground: they're messy inside, but some should have fallen in front as well :)
The rest of the scene is perfect as usual, lighting, placements, it's very atmospheric. Great work!
Thank you for this update :)
No problem, keep it up! o/
Is it wood, that much detailed, around the ammo room?
The player should be able to navigate in levels, not look at its feet to see if he can walk or not ^^'
Your shot already shows a very detailed room, with a nice lighting, and it's a motel: if you put too much stuff, sure people will steal little things :D
In my opinion, it's already nice. Maybe dispatch more decals on floor (or dunno if the path from the right to the door at the back is meant to be like this, if you see what I mean), but already well-filled and nice looking, imho.
Good to have news :)
As long as they preserve the atmosphere. Keep it trash and dirty!
(Typo in page name, missing a i)
Postal 2 is under the Unreal Engine 2 afaik...
I guess you posted this on Postal III profile and thought why not here x)
You may "finish" the one for F3, and maybe while "finished" you could adapt it to NV?
By "finished", I mean when you'll judge it will have all the features you wanted in plus being enough stable :)
Vivendi just passed the licence to Activision, like for Spyro, since Vivendi owns Activision...