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Posts by General Vivi

  • What have you watched recently?

    • General Vivi
    • May 9, 2013 at 7:25 PM

    I've been watching "Castle"

    Hilarious series! Loving it so far

  • Raindrop

    • General Vivi
    • May 9, 2013 at 7:17 PM
    Quote from PogoP

    Ah yes, the mystery of the blue glow globe has finally been solved! Oh no wait, it hasn't. Vivi, whatchu talkin about?!

    Think Cloverfield, if they showed off the monster in the trailer, there would be no suspense/ surprise/ or tension buildup. *slaps pogo backhand style*

  • Raindrop

    • General Vivi
    • May 8, 2013 at 2:41 AM

    Really liked the trailer up until the point where they showed the glowing blob destroy parts of the building. It might be just me, but feels like they just ruined what could have possibly been a great mystery in their game.

    Other than that, it's funny how just seeing the words "RainDrop" get me excited again. Their use of Unity isn't bad either

  • ITT: Post maps/scenes that never saw the light of the day.

    • General Vivi
    • May 7, 2013 at 9:39 PM

    First string of Chell's Legend Videos to come!

    The main addition to my puzzles was Slow Motion / Sprint. These are some of the first puzzles you encounter that require you to perform some normal difficulty platforming maneuvers.

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    Here is a video of slowmo pad redirection using a portal. This was one of my Favorite puzzles in Chell's Legend. With a few more tweaks... I'm sure it could have been something special. The central element (the moving doors) is used to solve 2 puzzles. If you turn on Hard Mode, the central element becomes 3 puzzles.

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    Here is a flashback scene from Chell's Legend. In this scene, Chell tries to remember how she got to Aperture.

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    This was another flashback sequence where the player walks through one of Chell's lost memories. The setting is her Birthday which happened to take place on the beginning of the 7 year war.

    The scripting still uses some temp animations for the advisor, the lighting still needs another full pass.

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  • ITT: Post maps/scenes that never saw the light of the day.

    • General Vivi
    • May 7, 2013 at 9:26 PM

    A bit ago I was messing with some Twitch style FPS gameplay in which the player had to kill a bunch of guards before the alarm went off. This map is actually pretty challenging and enjoyable to the "wants abuse" player. I haven't finished it just yet, but I could prob take a week or two and call it a day.

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  • ITT: Post maps/scenes that never saw the light of the day.

    • General Vivi
    • May 7, 2013 at 8:44 PM

    Opened up my old External Hd and found LOTS of stuff. I'll be posting it over the next few days. Expect a HUGE image dump on chell's legend.

    Going to start off with this cute little bathroom. No reason, it's just silly.

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  • Wolfenstein Returns?

    • General Vivi
    • May 7, 2013 at 3:15 PM

    Interesting trailer, I really hope you guys kick ass with this IP.

  • De_ruins

    • General Vivi
    • May 6, 2013 at 8:51 PM

    Looking nice man! Lighting and Atmospheric effects look great in those first few shots

  • ITT: Post maps/scenes that never saw the light of the day.

    • General Vivi
    • May 6, 2013 at 4:42 PM

    I'm tempted to just post all of chells legend in this topic and be done with it.

  • just a quick reminder

    • General Vivi
    • May 6, 2013 at 6:59 AM

    Ha! Great to see this thread! Makes me feel a bit old, I'm really glad I got into modding before that game came out.

  • Professional Enough?

    • General Vivi
    • May 5, 2013 at 6:48 AM
    Quote from FMPONE

    Level designers design levels. As in, levels for games. As in, things people can play. I cannot play your screenshots and conceivably they are for no game in particular. These are issues

    He's absolutely correct. You need to apply your top down to an actual game. Half-Life 2 is great for creating sp missions try Source SDK, also try UDK.

    Also, top-downs and layout blueprints only get you so far. You need to show off your knowledge of level design by implementing and your ability to rework / tweak gameplay based on feedback.

  • Nathaniel Flower - Environment / Prop Artist Portfolio

    • General Vivi
    • May 1, 2013 at 4:22 AM

    Great work! I agree with everyone, but! You have neglected to write down the most important info on the images / above in the title... What engine did you use to render the environments. I will assume UDK since I recognize some god ray stuff but I could be wrong.

    please update accordingly, it will help you find a job quicker .

  • Minimalismism

    • General Vivi
    • April 30, 2013 at 4:42 PM

    I LOVE THIS!!!!! Nice job!

  • Let's hear it for the boys!

    • General Vivi
    • April 27, 2013 at 7:13 PM

    Ha! Man you guys really make me want to map again for Counter Strike.

  • Let's hear it for the boys!

    • General Vivi
    • April 27, 2013 at 5:44 AM

    Congrats to Museum crew and all of the other designers! You guys deserve our moneyz, SO TAKE IT!!

    PIP PIP!! Let's hear it mapcore!

    http://blog.counter-strike.net/operationpayback/?snr=1_41_4__42

  • MapCore Job Census

    • General Vivi
    • April 27, 2013 at 5:42 AM

    I love you

  • MapCore CS:GO Playtesting 2.0

    • General Vivi
    • April 26, 2013 at 4:05 PM

    chillen in chat! anyone wanna hang out with me?

  • Modularity within Skyrim/Fallout Blog Post

    • General Vivi
    • April 25, 2013 at 4:05 PM

    His GDC presentation was pretty substantial in terms of what they've learned. Which btw, was awesome sauce on many levels.

  • Call of Duty: Ghosts

    • General Vivi
    • April 25, 2013 at 4:03 PM

    Glad I stopped working on that to work on Bioshock

  • De_ruins

    • General Vivi
    • April 18, 2013 at 2:25 PM

    Yeah, I think the fact that it's so perfect messes with my head. Maybe add some cracks or push out some pieces?

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