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Re: Screenshots

Posted: Fri Nov 26, 2010 8:34 pm
by o'dium
And you will, trust me. The engine took a while, but its near enough getting there now, hence why the sudden splurge of media releases.

Remember, its one coder, who built an engine far more advanced than Doom 3, or Black Ops, or most recent games... Its taken a while but it will be worth the wait I'm sure when you see the feature list.

Re: Screenshots

Posted: Fri Nov 26, 2010 10:15 pm
by sumatra
WIP Shot of my upcoming CTF map. Still in a really early stage, just testing some textures.
Some textures made by myself, still some basic id textures to fill the gap.

Not much to see, but I thought I'd share.

Image

Re: Screenshots

Posted: Sat Nov 27, 2010 9:08 am
by jal_
o'dium wrote:CMC Field Ops – Ready For Deployment!
Great work as usual.

The only point I see that could be improved is the hole in the trousers. It looks a bit strange to have a pitch black point in there.

Re: Screenshots

Posted: Sat Nov 27, 2010 1:07 pm
by ShadoW_86
o'dium wrote:Its taken a while but it will be worth the wait I'm sure when you see the feature list.
Hmm, not want to upset you, but i would rather like to see impressive gameplay. That's what modern game producers do (wrong), focus on features and not the game itself. Tho can't wait to see the game out ;).

Re: Screenshots

Posted: Sat Nov 27, 2010 1:18 pm
by o'dium
What makes you think a team that spent a few years polishing the engine to the nth degree won't bother polishing the gameplay to the same standard?

They go hand in hand, remember. You can't have good gameplay without a fully feature rich engine that works to back it up.

Re: Screenshots

Posted: Sat Nov 27, 2010 10:56 pm
by mrd
o'dium wrote:You can't have good gameplay without a fully feature rich engine that works to back it up.
I'm gonna go right ahead and say this is flat out bullshit :olo:

However, it doesn't mean anything in regards to your team's ability to make some kick-ass gameplay. Hopefully they are applying the same effort to the mechanics as they are to the artwork. :up:

Re: Screenshots

Posted: Sat Nov 27, 2010 11:18 pm
by o'dium
I can see where your coming from. Quake 3 is awesome online, but its simple in regards to, well, everything...

What I meant to say really was that we could have released OD ages ago, but wth basic features. Remember when you loaded up console port no.57? Yeah, like that. The fact we spent a LOOOOOOOOOOOONG time making sure that not only is there enough tweaking options (as in, 4 shader quality options that are ACTUAL tweaks not just picmip, so that everything is created with four options in in and looks nice with each, no other game does this.) but also we are providing a lot of user shit that people want, like stats, stat tracking, friends lists and all that bollocks.

To us, it makes a game. Being able to jump online with your mate because you saw his name pop up in the corner while playing, THATS cool, and lets face it, if Q3A did that, would you honestly NOT take it?

I honestly see your point that a game doesn't need all that shit to be "fun", but this is 2010, 2011 nearly... If we released without some of that stuff, we would just be killing ourself off before we even start.

Re: Screenshots

Posted: Sat Nov 27, 2010 11:26 pm
by mrd
This is true, I didn't really consider facets of the game/engine that aren't directly related to how awesome it looks. Stuff like friendlists, etc. And yeah... gotta stay on top. I'm sure it's a tough balancing act, making sure you're at least level with the competition, but also unique and interesting and also... FUN!

Best of luck to ya.

Re: Screenshots

Posted: Sat Nov 27, 2010 11:42 pm
by o'dium
We could easily put the "level" at what other people do, I mean, OD is a free game, after all... Just get the game done, sod the community features and feedback and just get it out there.

But wheres the fun in that? Last thing we want is another MW2 lol :p

Re: Screenshots

Posted: Mon Nov 29, 2010 9:40 am
by Eraser
Its a start...
Image

Re: Screenshots

Posted: Mon Nov 29, 2010 11:16 am
by Anthem
Last thing we want is another MW2
This.

I got James Bond 007: Blood Diamond recently. I can't tell you how shitty it is. You chase someone.... cutscene.... chase some more... cutscene.... skip the cutscene and you're in a boat. Chase the person... cutscene... D:

Re: Screenshots

Posted: Mon Nov 29, 2010 5:37 pm
by ^Ghost
Anthem wrote:
Last thing we want is another MW2
This.

I got James Bond 007: Blood Diamond recently. I can't tell you how shitty it is. You chase someone.... cutscene.... chase some more... cutscene.... skip the cutscene and you're in a boat. Chase the person... cutscene... D:

yes agreed, VERY repetitive, i was very disappointed, the gameplay was kinda fun, but it just got to be boring after a while. and then the game was way to short, i beat is, said 'is that it' and then uninstalled it lol.... tanks god i did not buy it.

Re: Screenshots

Posted: Tue Nov 30, 2010 3:58 pm
by sumatra
Some more progress..

Image

Image

Re: Screenshots

Posted: Wed Dec 01, 2010 12:27 pm
by ShadoW_86
Pretty nice Sumatra :). I like it's 'dirty' :).

Re: Screenshots

Posted: Wed Dec 01, 2010 12:45 pm
by Eraser
There's a missing texture in the first screenshot :)

Re: Screenshots

Posted: Wed Dec 01, 2010 11:48 pm
by mrd
Cool stuff, sumatra! Digging the curve work.

Re: Screenshots

Posted: Thu Dec 02, 2010 6:39 pm
by sumatra
Thanks mates!!! I'm glad you like it.

I'm pretty satisfied with the changes I have made regarding the base layout.
I hope, I can deliver you a beta soon. Meanwhile I post WIP-shots from time to time..

Re: Screenshots

Posted: Thu Dec 02, 2010 7:27 pm
by Theftbot
Is Sum. trying to out do Sock,Phant,Hip,Kaz.

Re: Screenshots

Posted: Thu Dec 02, 2010 9:31 pm
by sumatra
Theftbot wrote:Is Sum. trying to out do Sock,Phant,Hip,Kaz.
:?: :?: :?:

Re: Screenshots

Posted: Thu Dec 02, 2010 10:20 pm
by fKd
yeah, what? lookin good sum, the lighting looks a little flat tho. but nice use of curves

Re: Screenshots

Posted: Fri Dec 03, 2010 5:12 pm
by sumatra
Thanks fkd.
Ye, the lighting is still in a very early stage.
Working mostly on the textures at the moment, creating new ones as well...
Need some proper trims, really hard to accomplish on the face of it.

Just two more little sneak previews:

Image

Image

Re: Screenshots

Posted: Fri Dec 03, 2010 5:37 pm
by Eraser
Nice. Those item decals are a nice touch.

Re: Screenshots

Posted: Fri Dec 03, 2010 5:44 pm
by sumatra
:cool: Glad you like.
Ye, I want to add more team-markers as well. Like arrows or such.
For now, the bases has very few color indicators.
I don't want to have i.e. bricks in red and in blue. I don't like such unrealistic touches.

Re: Screenshots

Posted: Fri Dec 03, 2010 7:47 pm
by Anthem
Flags, trims, lights, materials. For instance, in basic TF2 maps the RED team has wooden structures with very warm colors (bare, dirt floors or wood floors) and older machinery (maybe a saw or something) while the BLUE team has a more industrial theme with cooler colors, metal or cement structures with tile or cement floors and more modern machinery (computers, generators, etc).

Consider using different materials for the red and blue side. Or you can just stick to the normal indicators above.

Re: Screenshots

Posted: Mon Dec 06, 2010 7:55 am
by Eraser
Using lava in the red base and slime in the blue base is an option as well. They did this in q3ctf2 I think.