1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Defrag

Posts by Defrag

  • Get a degree or not ?

    • Defrag
    • February 9, 2007 at 4:48 PM
    Quote from ginger_lord

    I take it your an Englishman lost in Scotland then else Uni should be free no?

    free-ish. I had to pay the fees for the last couple of years because I did two years at Dundee University doing Applied Computing but then changed to my current uni to do games tech. They fund something like four years total (max) so I was two short as this is a four year degree. Not bad (compared to England) but it meant my summer job funded bugger all (I saved up for a 2407WFP and then had it cruelly snatched from my grasp ).

  • Get a degree or not ?

    • Defrag
    • February 9, 2007 at 2:44 PM

    It's the hobo lifestyle for me then (re: 60 y/o)

  • Get a degree or not ?

    • Defrag
    • February 9, 2007 at 5:46 AM

    I totally agree with what you said. If you look at the likes of Valve's job pages nowadays, there is a tendency to favour people with academic backgrounds (and by that I'm not talking about formal programming qualifications, I'm talking about people who have art/design/architecture degrees for positions that have traditionally been filled by people with little to no required qualifications).

    Something John Carmack said also rings true with me. Carmack went to university and then quit because he felt he wasn't learning anything as he was already smarter than his professors. However, he then realised that he didn't make the most of his learning opportunities when there. At university you have a wide array of lecturers and students who have varying levels of experience. If you just treat university as a closed situation (in that you are given a task, then you go away and do it by yourself, only asking questions when you get stuck on something) then you won't be making the most of it. Now, I'm not smarter than most of my lecturers and fellow students like Carmack was, but I can appreciate what he means. Even a really gifted person can learn from people who've been around the block and faced many of the challenges that person will face in future -- it's a vast source of knowledge just waiting to be tapped

    I've found that quite a few of the lecturers I perhaps thought were out of touch turned out to be the people who have been able to give me a new perspective on things I'm doing due to their vast experience. They may not be up with the latest programming techniques etc. but they are very useful when it comes to analysing something and offering some great advice.

    A degree also proves that you can stick at something and see it through. In general employment (in the UK at least), degrees are more important in getting a job; by this I mean employers aren't always looking for a specific degree, they are just interested in whether you have one and what the classification is. A degree isn't for everyone, but if you can get one while broadening your knowledge / skills and making yourself more attractive to employers, then it's a good bet.

  • WIP in WIP, post your level screenshots!

    • Defrag
    • February 9, 2007 at 5:27 AM

    Needs more localised lighting and more varied texturing to help bring out the form. I also agree about the vents. If you sort that out it'll really bring it up to scratch

  • SVN directory's ? TortoiseSVN

    • Defrag
    • February 9, 2007 at 5:26 AM

    CELEBRATE GOOD TIMES!

    Now they need to fix the other bugs I reported

  • 3d Studio vs Maya (for game development)

    • Defrag
    • February 6, 2007 at 7:08 PM

    What Philip said. I find Maya to be a lot more clunky, but it is more logical & consistent. Max has everything I could possibly want (almost) and I can work faster with it, but it has some stability and usability issues (namely the famed "what the fuck key did I just press?" issue when you turn on/off some random option then spend eight days trying to find out how to re-enable it...). Overall I prefer Max, but I've not really used Maya enough to get proficient with it, plus I just ... dislike the hotbox.

    If they rebuilt max from the ground up and sorted out the stability and consistency issues it'd be 100% bliss.

  • STALKER release date and countdown

    • Defrag
    • February 6, 2007 at 1:14 PM

    STALKER is still looking pretty good IMO. I think it'll be one of those games where the sheer scale of it will compensate for the parts that are beginning to show their age.

  • WIP in WIP, post your level screenshots!

    • Defrag
    • February 6, 2007 at 8:44 AM

    Sauce really needs some shadow mapping or something added.

  • Favourite SNES moments!

    • Defrag
    • February 3, 2007 at 6:36 AM

    SF2 for sure. Flykick, sweep! Flykick, sweep! The combination of kings.

    Mariokart was simply the most.. simple, yet brilliantly designed game... ever.

    Pilotwings ruled ass, too.

  • Video Game Name Generator

    • Defrag
    • February 3, 2007 at 6:31 AM

    "Johnny Turbo's Hoedown Over Normandy". We must build it.

  • So...how do you go about getting a job.

    • Defrag
    • February 3, 2007 at 6:09 AM

    I'm just going to spam CVs at people until they can't take it any more and give in. The more you ignore me.. the closer I get. I'm in a situation similar to ReNo when he was leaving university.

    Best to worst abilities:

    Level design (need some SP experience I think and to do some non fortress work soon [i've done way too much TF mapping of late, need to get back to doing some nice simple DM maps etc])

    Programming & a bit of shaders

    Model, unwrap (not done much beyond prop modelling, but I feel I can rise to the challenge when I get a bit of time to practice)

    Image editing (I know the tools, but I'm currently fairly limited at this)

    I think, like Lee3dee said, it's very important to know your limitations and what you need to focus on to give yourself the best chance of getting employed. I know I will never be able to cut it as a full time modeller / art guy, but I have a better chance as a level designer or, if I work a bit harder at it, programmer. As long as you are willing to work hard on whatever it is you need to improve on, you can likely make it. That's my mindset anyway.

    Also, the average games industry career lasts something like 6 years according to gda (or something similarly short). Those people quit and must be replaced by fresh blood. So while it is true that most jobs list "x years blah blah experience", unless they are a well-respected developer they won't always get someone with those pre-requisites due to the amount of people who are leaving the industry.

  • It's alive... alive!!!

    • Defrag
    • February 1, 2007 at 4:42 PM

    It must be really goddamn annoying to work on that game.

    Imagine hearing this conversation every two years:

    "Sorry, Steve, but we're going to have to can every section you worked on for the last two years and start over with next gen techniques."

    Two years pass.

    "Sorry, Steve, but we're going to have to can every section you worked on for the last two years and start over with next gen techniques."

    Two years pass.

    "Sorry, Steve, but we're going to have to can every section you worked on for the last two years and start over with next gen techniques."

    Two years pass.

    "Sorry, Steve, but we're going to have to can every section you worked on for the last two years and start over with next gen techniques."

    ...

    I wonder how many iterations of the game's models they've been through? "Here's the shotgun version 3854c., boss"

  • Is there a good way to rescale textures...

    • Defrag
    • February 1, 2007 at 4:37 PM

    There's no real quick fix when doing something like that because you're trying to create high detail from low detail. It's a bit like taking a 96kpbs mp3 file and recoding it to be 320kpbs -- it won't sound any better just because it's got more data in the file because the data is just the old stuff but padded out to fill in the blanks.

  • It's alive... alive!!!

    • Defrag
    • January 31, 2007 at 11:40 PM

    Duke is going to look like the other Duke (David Dickinson) if they don't get it out there soon. X(

    I'd play it either way. Both have rubbish catchphrases.

    "I've got a good eye for a bargain!"

  • /!\ OLD SCHOOL CONTEST /!\

    • Defrag
    • January 31, 2007 at 2:19 PM

    *Sideshow mel voice* "He's kicking it oooooooooooldschool!"

  • Heading for Starbreeze this friday!

    • Defrag
    • January 29, 2007 at 5:56 PM

    Congrats man!

  • FF_Flare

    • Defrag
    • January 26, 2007 at 12:36 PM

    Ja and every version is getting better, so it's cool to see this evolving

  • Another level design book

    • Defrag
    • January 25, 2007 at 6:04 PM

    I've already got a copy of "Cats in Bomber Jackets" gracing my coffee table, so I've no interest in this.

  • Mobile Gaming Categories

    • Defrag
    • January 24, 2007 at 8:17 AM
    Quote from Izuno

    Sounds like not to many people here have tech knowledge of mobile phone game production. And why would we? :) So a different question, anyone play any other kinds of mobile games? Such as:

    - SMS based quiz games

    - Lotto games (like on T-Mobile in UK)

    - Location based (GPS) real world games

    - cellphone photo scavenger hunts? :roll:

    - etc...

    Just curious. Thx

    Display More

    Check out John Carmack's blog if you haven't already. He's been writing some fairly indepth & interesting things about mobile phones and game development. Not sure if it's the angle you're looking for, but it's worth a look as he talks about what is hard/easy to do with mobile phones and whether it's purely down to hardware or handset constraints.

    http://www.armadilloaerospace.com/n.x/johnc/

  • Room Lighting

    • Defrag
    • January 24, 2007 at 8:14 AM

    Just look at the valve SDK maps. There's umpteen ways to create decent lighting, it just takes a bit of experimentation.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™