Mirrors Edge : Source Source Project (April 23rd 2011)

Reveal what you have made so far and get feedback on development.

Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Habboi on Thu Jun 04, 2009 6:49 pm

Good models. At the moment I feel that the normal map for the green pillar is too powerful but maybe it'll look fine when it's surrounded with other details.

I like the shiny coffee tables, they look like the white ones from ME.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby punky on Thu Jun 04, 2009 7:20 pm

Very nice models and textures guys, good work :)
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby no00dylan on Thu Jun 04, 2009 8:33 pm

Last edited by no00dylan on Fri Jun 05, 2009 12:46 am, edited 1 time in total.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Surfa on Thu Jun 04, 2009 8:36 pm

Will you guys use poles/pipes as ladders?
Last edited by Surfa on Thu Jun 04, 2009 9:43 pm, edited 1 time in total.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby vcool on Thu Jun 04, 2009 8:48 pm

Sorry I missed this, I was busy moving. Grr. I wanted to play this so bad.

How did the playtest go?
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Meotwister on Thu Jun 04, 2009 9:41 pm

afaik, you havent missed it vcool. :)
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Generalvivi on Thu Jun 04, 2009 10:35 pm

Surfa wrote:Will you guys use poles/pipes as ladders?


Yes. Everything is in dev atm to just get in really quick without having to spend time making assets. Once the playtesting is finished we will start replacing dev textures with art

@ Vcool - I moved the play test to next week. I might be going to Chicago this weekend for my Gf's b-day so been planning for that. Also creating a server was not working.... So I'll have to get that sorted aswell before the next playtest.

gloves looking better man ^^
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby nub on Thu Jun 04, 2009 10:45 pm

Aw man, I really want to be a part of the development. I loved Mirror's Edge, and I've been planning on making my own map based off the game.

You've seen my attempt with fk_pipedream, right?

http://i117.photobucket.com/albums/o67/ ... pb/pd4.jpg

Not the best attempt I made. Never got to rework it. :(


I made some new and improved textures afterward, but I lost them to a reformat (vundo trojan). But here's a couple pictures of what they looked like:

http://i117.photobucket.com/albums/o67/ ... st0001.jpg

http://i117.photobucket.com/albums/o67/ ... st0003.jpg

(The floor texture was ripped from the game as a place-holder)

Nothing special. Thought it might give you some ideas. You are the pro though.

And, Noodylan, the gloves have the right coloring. All you need to do now is a little more detailing and it will be perfect.

EDIT: Reformatted post upon the request of Vivi to not be such a show-off in his own thread. Sorry about that buddy, I wasn't really thinking. :?
Last edited by nub on Fri Jun 05, 2009 12:03 am, edited 3 times in total.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby mky on Thu Jun 04, 2009 11:55 pm

<== badly wants to playtest.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby nub on Fri Jun 05, 2009 1:21 pm

I'd like to as well.

If you guys need any others to playtest, just hit us up. :-D
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Sathor on Fri Jun 05, 2009 1:26 pm

Obviously, we need the playtesters to send us blood sample, so we can proof them trustworthy in a strange and entirly mysterious sacrifice to the gods of gaming.

Meaning: We will let you know.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby vcool on Fri Jun 05, 2009 3:42 pm

Yay I didn't miss anything. :D
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Re: Fy_Mirrors_Edge (June, 10th 2009)

Postby Generalvivi on Wed Jun 10, 2009 3:12 pm

*UPDATE JUNE 10th 2009*

Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the map with slowmo and it was actually pretty fun ^^. We've decided to go with the route of having a requirement to trigger slow motion - 1 CT and 1 T have to be jumping in the middle of the map in order for slowmo to occur. This idea seems pretty sound and it will still be set to random, so there is still a good chance it will only happen once every 5 rounds... or something ... depending on how many times you see people jumping across the middle XD. Ok! Onto some updates! Below are some work in progress screens of some models Sathor is working on and some textures that PhilE is making to help us nail down the look better. I will show off some quick wips of a portion of the map I've been working on to help satisfy the mappers out there :P.

Screenshots (New):

From Day 7-10 :
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Image

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And now onto some Wip shots of the map!

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Image

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AND! In closing for this update I just wanted to mention that the team is working really hard to pump this content out fast and efficient! We have all make our own checklists of assets and things we want to create for this map and are checking them off as we go. Things are moving very quick and we plan on holding a big play test soon, Info will come shortly as to how you can get in on the playtest and what day / time it's happening!

Thanks, Vivi!
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Re: Fy_Mirrors_Edge (June, 10th 2009)

Postby MayheM on Wed Jun 10, 2009 3:23 pm

Vivi, that shit is HOT!!! man there is some really nice work going on here. Can not wait to see more...
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Re: Fy_Mirrors_Edge (June, 10th 2009)

Postby nub on Wed Jun 10, 2009 3:40 pm

Looking really good man. I love those textures, they look like they are straight from the game (I mean this in a good way).

Wip shots already look very interesting too.
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