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  2. TY guys, It worked Also, here are some updates 1- Radar Update. 2- Some detailing on the now called B main.
  3. Who would have thought there would ever be another Half Life game
  4. Who would have thought there would be another operation ... http://www.counter-strike.net/shatteredweb
  5. Today
  6. Hi everyone, I’ve created a bunch of new seamless fantasy textures. All free to use with attribution. You’ll find them on these pages: TXR – Bark https://soundimage.org/txr-bark-seamless/ TXR – Rock/Stone – Fantasy https://soundimage.org/txr-rock-stone-fantasy/ TXR – Vegetation (scroll down for the seamless images) https://soundimage.org/txr-vegetation/ Btw, if you happen to use my music tracks, I’m releasing premium Ogg versions of them on Gumroad for a small fee to help support my website. Give them a try…they sound great! Have a good week…and keep being creative!
  7. @Tisky so you wanna go design or art? Those are two very different paths with their own set of priorities... Personally what I did after finishing school until I found my first gig was shipping a ton of small level design projects on various editors, with a quick turnaround (1 project per week on average including pre-prod, documentation, etc) to build a decent LD-focused portfolio and replace the cringy school projects asap. Most of them were be pretty bad at first but they slowly got better and better. I recommend doing this because that way you not only build a portfolio, but also invest on your knowledge which is wayyy more important on the long run. When it comes to tools/games/engines etc. I'd say it just depends on what you wanna aim for with your portfolio. The truly crucial thing at the end of the day is the intent, thought process and presentation. A level that just "looks really kewl" without the right purpose to back it up is just worthless, unfortunately. Although if you wanna go for art it's a completely different story, one which I can't give advice on... other than you gonna have to get on the ArtStation rat race haha btw you have a portfolio already or are you starting from scratch?
  8. Every studio is different, inhouse tools are diferent, even when studios use the same engine the workflow changes entirely. Studios using a modeling package like 3DsMax or Maya for their level designers to blockout their levels are rare these days though, for many reasons, one of them being that it increases the iteration time. If you wanna move a block 2 meters to the side, you need to boot the modeling package, export your geo, boot the game editor, import geo, wait for file to import. At the end of the year, you're probably talking hours of man hours wasted. Some people use it sure, I can actually see it being the prefered way for a racing game due to the tracks being so organic, you need a really good modeling toolkit. BUT, that's not even why I said what I said. If you're starting out, and learning the ropes of level design and the first thing you do is grab 3DsMax and learn to model, for me it's just feels like going to the gym and start lifting more weights than you're capable of pushing. Odds are that you're gonna give up, and you're never gonna get into the routine of going to the gym. You wanna start with the fundamentals. UE4 has a basic modeling toolkit, more than capable of blocking out levels, and there's modular kits in their store as well. (Same for Unity)
  9. Yesterday
  10. I said I started making it ages ago, but now I only have this because I'm lazy XD
  11. New Update! Version 1.04 Bombsite A: - fixed the bot stuck-spot on the bombsite. - moved the one-way drop fence closer to the bombsite. Bombsite B: - made upper B wider and added some cover. Texturing: - textured the building outside of A main. - textured the structure on bombsite A. - textured upper B. Radar: - Used TAR to create a new radar image. --------------------------------------------------------------------------- Planning to put it up for playtesting again since it had some layout changes. Visit the workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1714359881
  12. You guys like fullbright editor view? cause that's a big part of mapping too
  13. I have the impression that Unity, having supported “mobile first” got lots more traction among indies
  14. We are hiring the following new positions in Austin, TX: Senior Designer: https://careers.nintendo.com/job-openings/listing/190000007F.html?src=CWS-10000&loc=retro Environment Designer: https://careers.nintendo.com/job-openings/listing/190000007G.html?src=CWS-10000&loc=retro Lead VFX: https://careers.nintendo.com/job-openings/listing/19000000AN.html?src=CWS-10000&loc=retro Lead Animator: https://careers.nintendo.com/job-openings/listing/19000000AM.html?src=CWS-10000&loc=retro Senior Material Artist: https://careers.nintendo.com/job-openings/listing/190000007H.html?src=CWS-10000&loc=retro Lead Graphics Engineer: https://careers.nintendo.com/job-openings/listing/190000004L.html?src=CWS-10000&loc=retro
  15. I wouldn't say it's really bad. Depends on the team. The one thing I would say about Unreal is it has a way bigger initial learning curve. So a small team that already knows unreal will probably be fine. If no one has experience they will probably have to paint themselves out of a corner a couple times as they get a feel for the engine. Arguably that's true for almost any engine but I feel with how opinionated Unreal is about development it can be more of an issue.
  16. Watched Grand Budapest this evening, I so feel guilty for not watching this earlier. The storyline and the setup is fantastic
  17. Congrats!! What kind of job did you get?
  18. Also don't make my mistake, if you want to apply for a LD job, try to learn to make maps for both singleplayer and multiplayer (and maybe different type of games as well) Both are not the same way of thinking and you will learn a lot about Scripting on solo maps.
  19. Yeah i mean, it was easier back in the day when HL-engine dominated everything . I starded doing maps in the Build engine, good old Duke Nukem 3D and Shadow Warrior.. Back then i didn't read tutorials, it was all trial and error until it worked. Just as i've learnt that, i started using Quark (Quake Army Knife) and i remember in the beginning, i had no idea you could use different textures on one bsp block. My house map for CS was so laggy due to all walls having several blocks with different textures. I still feel ashamaed when i think about it . It was fun having alot of free-time and getting things to work. I had a mod for Quake 1 with flying hover-vehicles (stole some code) and imported Q2 models. I made all skins and sounds and i was so proud. Gameplay was awful but still, i made it! I was at a LAN-party the weekend before i was going to release the mod and my raid-hdd died on me. I had no backups. So that is lost forever and after that incident i worked on an x-com UFO enemy unknown mod for Half-Life 1. Infogrames shut us down back then haha! After that i met a girl and got kids and so on, always thinking what could have been I miss those days sometimes.
  20. I think this is my fav entry. Reminds me of my `Medal of Honor: Allied Assault` playing days.
  21. It's a good question and was one of the risks we knew about at the start. So, the lower mall corridors has most cover provided by a combination of store kiosks, advertising boards and other usual mall furniture. Taking inspiration from a lot of 'mids' from other CSGO maps, there will still be relatively long lights but not so much that it's impossible to advance. The higher mall corridors are extremely open, if there's a competent sniper in the correct position then without flash bangs or smoke it will be near impossible to run down. However, where there's high risk there's reward, as it's the quickest route to both bombsites. Another factor is the time it takes to get into position for snipers. CTs and Ts both start at the end of a mall corridor with a 90 degree bend separating complete line of sight. Both teams would arrive in the middle at roughly the same time if they were to charge at each other. Both teams also have 2 alternative routes they can take to advance towards the bomb sites via accessible stores, mall service areas/corridors and a cinema.
  22. FC5 Arcade is a good option to some degree. It's super limited, but accessible to most people. And you can make your typical open world location in it. Scripting something in UE4 is also a viable choice. I think Portal 2 is also relevant? I know some students in Sweden were using it for their portfolio. You could probably get away with doing something purely just in Sketchup and presenting it like you would during a meeting.
  23. Sure, it's still by no means a requirement for many places of work I would think, but definitely doesn't hurt to have working knowledge of it. Your original question is of interest to me too. When I was learning I too used Hammer/Worldcraft and early versions of Unreal to create levels for things like HL2, Unreal Tournament and the SWAT series, but I found myself wondering recently what games people use to learn nowadays. Seems like CSGO is still an option, but what else...
  24. I actually know basic 3Ds max, i guess it doesn't hurt to know it to a degree where you can make your own assets if needed. Knowledge is power
  25. Not currently no. Our level design job role description specifies that the user will be working with Max so we expect applicants to have knowledge of modelling programs.
  26. Not entirely true HP! I started working in the industry making racing games, and purely using 3DS Max to design /whitebox the tracks (this is still the case at both Codemasters and Playground Games on their racing projects). At Crytek I was using CryEngine to make multiplayer maps, but it helped to know 3DS Max to add my own models to some of my whiteboxes (granted, it wasn't as beneficial during some of the projects in this period). Same thing when it came to whiteboxing in Unreal for the projects I was involved in before moving to Playground Games. Here at PG, I again currently use 3DS Max as my primary tool for whiteboxing content, and our level design test is currently based in Max as well. So I'd say having the ability to whitebox in such a program would be beneficial, not least because the tools within a lot of contemporary game editors are similar to what you'd find in Max anyway, when it comes to manipulating blockout geometry.
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