• End of the Line [SFM]
    108 replies, posted
[QUOTE=iAmaNewb;46673844]I'm disappointed that they promised new weapons[/QUOTE]No they didn't.
Short was amazing. Honestly I can't say I'm surprised about the lack of actual weapons, Valve's got their fingers in hardware development at this point.
[vid]http://a.pomf.se/xgkqde.webm[/vid]
[QUOTE=yellowoboe;46673913]huge ass video[/QUOTE] Best part of the entire video.
What happened to the video compared to the promos? The colors in the video are way over saturated, the blacks are crushed, and the reds are practically clipped. The promo still however looks much better balanced and graded. [img]http://i.imgur.com/GBVhJKV.jpg[/img]
[QUOTE=WnR;46674162]What happened to the video compared to the promos? The colors in the video are way over saturated, the blacks are crushed, and the reds are practically clipped. The promo still however looks much better balanced and graded.[/QUOTE] Youtube loves doing that to thumbnails for some reason.
It's not just the thumbnails. Lot of the video is the same - over saturated and contrasted. Really obvious when looking at smoke.
That crash sure reminded me of this. (0:45) [video=youtube;mXX1ksDg1LI]http://www.youtube.com/watch?v=mXX1ksDg1LI[/video]
[QUOTE=WnR;46674162]What happened to the video compared to the promos? The colors in the video are way over saturated, the blacks are crushed, and the reds are practically clipped. The promo still however looks much better balanced and graded. [img]http://i.imgur.com/GBVhJKV.jpg[/img][/QUOTE] That's just a YouTube thing.
Very impressive.
What the fuck's you guy's problem, it was incredible and definitely lived up to the hype. Definitely looking forward to more of McVee. Fully worth the wait.
I thought music is similar in some moments... only then I decided to look into credits. Lars Erik Fjøsne. I should've known.
Would I be considered a whiner if I posted a big wall of constructive criticism? This whole thing felt terribly disappointing for several reasons, but if I posted everything, it feels like I would be insulting the work of (mostly) one person, and that just feels unfair.
[QUOTE=Supermatic200;46674871]That crash sure reminded me of this. (0:45)[/QUOTE] It was practically a remake of that scene in SFM, right down to the boxcar plowing through the building and one boxcar slamming into another and propelling it into the air. Not to say it wasn't totally awesome
[QUOTE=Drury;46675143]What the fuck's you guy's problem, it was incredible and definitely lived up to the hype. Definitely looking forward to more of McVee. Fully worth the wait.[/QUOTE] The video lived up to the hype. The update and Valve's poor decisions surrounding it did not.
I will always wonder how long it took to make that train crash.
May as well throw in my two cents. Or two hundred dollars, judging by the scale of my overly critical crap. [quote]I personally thought the cinematography and color balance needed a lot more work. There were a bit too many tilted and shaky camera angles, and the colors felt all gross and crushed. The basics of camera work were generally followed, and the camera angles themselves were at least passable, but it was marred primarily by those angle and color issues to the point where it just stuck out like a sore thumb. Most of it also felt too much like a generic action film, with the occasional shaky camera and all the "dynamic" shots. It was very frustrating to watch, knowing some great examples of cinematography that could be easily emulated or at least something to draw inspiration from. On top of that, the story's pacing also felt rushed and cluttered, and it was hard to follow. The lack of dialogue hurt it much more than it helped it as well, considering the short amount of time and strangely hectic progression. Several moments also dealtThere were plenty of legitimately funny moments, though. He obviously knew what made TF2 funny. The kitten store, orphanage, and kitten orphanage being right next to the explosive barrel factory felt straight out of one of the official comics, and the bomb disabling scene wouldn't have been out of place in a Meet the Team video. Sadly, there were noticeable problems the animations. A good chunk of them were off-model, somewhat stiff, and just plain weird. Most of the time, they were either too smooth, too jittery, too stilted, or just off in some way that I have difficulty describing. Building destruction also felt unnatural, looking more like someone experimenting with a physics plugin for a 3D modeling program than actual destruction. However, the particle effects were fantastic, and the models and textures that were created specifically for this short were excellent. The train crash in particular stood out, and was probably the single best moment in the entire short. The maps created for the film also stood out as particularly good-looking, showing reasonable effort and definite skill. All in all, it felt more like a start-up animation company's incomplete test reel than a short TF2 movie. I wasn't expecting quality on par with Valve, but I was at least expecting more than this. In fact, I think the best way to describe this was an animator's project, which it was. He's an animator, not a story writer, but even though he is a cinematic designer, this feels particularly out of his wheelhouse, considering virtually all of his work has been in Mass Effect and Dragon Age. If he had more help organizing the story, cinematography, and editing, it could have been far better than it was. For that matter, though, this is still mostly one person's work, and I feel like I'm just being unfairly critical. This was a lot of work for such a small crew, and I'm fully aware of that. Of course, I never really boarded the hype train myself, and I wish he could have gotten a bit more help with his work, because I can tell he needed it in some spots. No doubt I'll get a lot of flak for my criticism, and I'm probably going to have to deal with a lot of rebuttals, but I at least wanted to put my concerns out there. I don't have anything against McVee, and this was a huge undertaking. The scope of this project was massive, and I have massive respect for all the work he put in. I just felt he deserved constructive criticism to act as a contrast to the overwhelmingly positive reaction.[/quote]
So basically [sp]Scout and Sniper are completely useless characters that don't do anything worthwile and their part could as well have been deleted from the video[/sp] I hoped for Sniper to be the star of the video Q_Q
[QUOTE=Nick Mason;46676453]He's an animator, not a story writer, and certainly not a professional cinematographer (as far as I can tell, but I couldn't find much information on his particular skills). If he had more help organizing the story, cinematography, and editing, it could have been far better than it was.[/QUOTE]Actually, McVee [url=http://www.mobygames.com/developer/sheet/view/developerId,411189/]is a cinematography person rather than an animator[/url]. That said, there was largely one "proper" animator on the project (Walker) if the credits were any indication, so I guess it's a moot point. As for your other points, I can see why you think most of them, but for the most part I don't really agree with them. The pacing was decent enough beyond a few shots that went on a bit too long, and I thought the demolition effects were similar enough in quality to the Payload cinefx and Practical Problems to not really stick out too much. Personally, I thought the sound design was the weak spot. The foley for character movements generally just felt kind of... weak or wimpy in comparison to the foley work in the official videos or the game itself. Oh well, it was pretty enjoyable all things considered.
[QUOTE=The Kins;46676524]Actually, McVee [url=http://www.mobygames.com/developer/sheet/view/developerId,411189/]is a cinematography person rather than an animator[/url]. That said, there was largely one "proper" animator on the project (Walker) if the credits were any indication, so I guess it's a moot point. As for your other points, I can see why you think most of them, but for the most part I don't really agree with them. The pacing was decent enough beyond a few shots that went on a bit too long, and I thought the demolition effects were similar enough in quality to the Payload cinefx and Practical Problems to not really stick out too much. Personally, I thought the sound design was the weak spot. The foley for character movements generally just felt kind of... weak or wimpy in comparison to the foley work in the official videos or the game itself. Oh well, it was pretty enjoyable all things considered.[/QUOTE] Huh, I take it back then, but I'm even more surprised now. Thanks for clarifying that.
tbh i really didnt enjoy it not worth the solid year + it was in development just ended up being p. shit
Found this on the TF2Maps.net forum: [url=https://www.change.org/p/valve-corporation-please-convince-valve-to-add-cp-snowplow-to-the-end-of-the-line-update-in-tf2?just_created=true]Petition: Please convince Valve to add cp_snowplow to the End of the Line update in TF2![/url] (Sorry if this has allready been posted in a other thread) --- However, the sfm movie was awesome.
Am I the only one who thought they used way too much bloom on the video? It's a winter theme, it should look [I]less[/I] colorful, not more
It's not the short's fault that you [highlight]overhyped[/highlight] it. I'm not disappointed because I didn't, I think this was great and lived up to the trailer. [editline]edit[/editline] You know what would've been cool? If in one scene, one of the railcars' roof was unaccessible and scout had to go by the side of the car.
But only in the mountains was it a winter theme, and even then barely a winter theme, just a snowy mountain.
[QUOTE=MoopsiePook;46676758]But only in the mountains was it a winter theme, and even then barely a winter theme, just a snowy mountain.[/QUOTE] I know, but even in the red base where it was supposed to be colorful it just looked like someone was having way to much fun with Sony Vegas. That's just my opinion tho, the animation was great except for the medic face.
[QUOTE=Nick Mason;46676453]There were a bit too many tilted and shaky camera angles, and the colors felt all gross and crushed. The basics of camera work were generally followed, and the camera angles themselves were at least passable, but it was marred primarily by those angle and color issues to the point where it just stuck out like a sore thumb. Most of it also felt too much like a generic action film, with the occasional shaky camera and all the "dynamic" shots. It was very frustrating to watch, knowing some great examples of cinematography that could be easily emulated or at least something to draw inspiration from.[/QUOTE] Apparently it's due to Youtube's compression algorithm which is probably why many filmmakers like to use Vimeo. [QUOTE=WnR;46674162][img]http://i.imgur.com/GBVhJKV.jpg[/img][/QUOTE]
[QUOTE=Talvy;46676748]It's not the short's fault that you [highlight]overhyped[/highlight] it.[/QUOTE]Boy fuckin' howdy, can you imagine what the internet's gonna be like when Half-Life 3 gets unveiled and turns out to be a mere videogame?
I don't know about you but all I want to know is "What's this guy's story?" [IMG]http://i58.tinypic.com/211rx3t.png[/IMG]
And when is that snow gonna be a wearable cosmetic?
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