Happy New Year!!! Let's kick off 2012 with a new video! The team is still looking for experienced 2D and 3D artists to help complete the game. There is still a ton of work to be done in the following areas: character models, maps, particle FX, and user interface design. If you're interested in helping out please drop an email with examples of your work to Mas
Posted by Mastasurf on Jan 1st, 2012
Happy New Year!!! Let's kick off 2012 with a new video!
The team is still looking for experienced 2D and 3D artists to help complete the game. There is still a ton of work to be done in the following areas: character models, maps, particle FX, and user interface design. If you're interested in helping out please drop an email with examples of your work to Mastasurf@esforces.com.
Those maps are too good looking to be true!
That water shader. HHNNNNGGGG
Looking great guys. You (almost)never fail to deliver.
Amazing
nice work guys your really the best dbz developers to have lived :)
Looks photoreal!
--Nah this is awesome, really great work guys!
Excellent work on the old engine guys!!! With those maps and your amazing characters, all you need is quality scenes for a world class Machinima flick!
That was absolutely amazingly awesome. Very well presented video, and the maps are gorgeous, you make the half life engine look like CryEngine 1 ....that's a huge achievement!
nice .. only rosat is worst than older version :D..
ESF...y u no show fighting?!
The title is "Maps 2011", what were you expecting?
Everything is awesome.
Only one thing i noticed, isn't it possible to make a better thunder texture? Something I noticed is the last part of the texture ends up in a straight. Wasn't it better if it ended in a triangular form? (just an idea..)
Everything else looks perfect
Thanks for the constructive feedback.
That's is entirely doable. The lightning strikes are all based off the same animated sprite. It shouldn't be too difficult to add a few varieties of lightning to the FX system.
You're welcome.
That would be a good solution. But isn't it easier if you edit the only sprite you're using? Since its only one, changing that one wouldn't be a problem..
Notice between 1:57 and 2:04, when the animation is close that straight is easily noticeable and the quality is lower comparing to the surrounding map textures. If you could work on those 2 little things, perfection will be achieved.
I'm glad if i helped.
Too many teasers!! Why do you torture us so?? :( release it already!
One dev I talked to said they really wanted to...
But they also said only about 50% of the stuff is actually implemented. It's buggy, crashes often, and has performance issues to make a 8800 GT seem like a GeForce 2.
source? confirmation from devs? :P
I said the debug prints in the code drop FPS, i never mentioned a % and i dont have an 8800GT i has a 9800GT XD
Or were you not talking about me :o
grega , low fps on a 9800gt ? :P man then u guys need allot of optimization , also i think the developers should maintain the graphics settings for ever pic or vid , i saw allot of variations , see the namek and the cell games then compare it with the desert and end namek looks like a huge difference , but in some photos n vids they also look amazing i think the settings need to be the same in every presentation
Not a lot of optimization. I need to stop running the game on full settings with forced 16X AA so that people dont whine if i happen to take a screen shot for a POTW.My card can not handle more than 512 MB VRAM and with those settings id probably need 1GB to run it with out any FPS drops due to my GPU borrowing my system RAM.
That aside. Did you really just compare picture quality of a 4:3 CRT monitor screenshot to one made in wide screen in a resolution my monitor doesnt even support?
great choice of music and great map details.
wow im surprised that half life engine can actually handle this
what is the song name? :D