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  2. GregBoffins

Posts by GregBoffins

  • Resident Evil 6

    • GregBoffins
    • October 5, 2012 at 4:24 AM

    Hrm Resident Evil 6. Where do Capcom get their designers from?

    Initial impression: terrible controls, frantic random input sequences that make no sense. Very hard to see where you're going, even with my Toshiba TV which is 2 months old, fully calibrated I had to max out the brightness to see anything. And I still had trouble seeing anything, yet the game setup recommends I should've had it darker.

    I don't think a level designer actually made this because it's that bad. There is absolutely no player leading what so ever, you just kind of hold forward and hope for the best. The lighting doesn't really have any artistic flavour to it, its just pitch black with blobs of lighting.

    You have way points for every part of the game telling you where to go (although most games have that now, but still that sucks). If you don't know where to go there is also a button you can toggle that tells you which direction you should go. That tells me a lot about the creative direction of this game.

    In Coop you can't see your partner if they're in the darkness there is no illumination or marker to signal where they are so it's very hard to know where each of you are; basically ruining the coop experience.

    Visually the game looks nice, the art is good, but that's about it to be honest.

    Very disappointed in Capcom.

  • Mission Improbable WIP thread

    • GregBoffins
    • July 21, 2012 at 12:01 PM

    It's looking really nice, very polished.

    But when taking screenshots for pimping, please enable FSAA it just makes things look crisper

  • The random model thread!

    • GregBoffins
    • July 15, 2012 at 3:22 PM

    That's all well and good but I think you're reading your statistics incorrectly, or they're giving you the wrong numbers.

    To have 12,000 draws is amazing. I don't even think Crysis on maximum settings has that many draws, no matter how complex your shaders are.

    To have that on one weapon would make TF2 run at 20fps, it's insane

  • The random model thread!

    • GregBoffins
    • July 14, 2012 at 6:25 PM
    Quote from Rick_D

    imaghine having 12k tetxures, haha even the thought of it makes me sweat

    Yeah totally, a consoles worst nightmare

  • The random model thread!

    • GregBoffins
    • July 14, 2012 at 1:52 AM

    To even have 12k draws you'd need 12k unique meshes or 12k unique textures.

  • Diablo 3

    • GregBoffins
    • June 12, 2012 at 4:53 PM
    Quote from PogoP

    Just started a Wizard, having a blast! Me and my friend got past Belial on Act 2 Inferno last night, that was so much fun!

    Those fucking bees in act 2, omg they hurt a lot

  • Diablo 3

    • GregBoffins
    • June 10, 2012 at 10:54 PM
    Quote from Marcos

    To compare your rings, hold the alt key to see the other one

    Tip of the day! cheers :monkey:

  • What have you purchased recently?

    • GregBoffins
    • June 10, 2012 at 10:52 PM

    Manned it up and got one of these today!

    [Blocked Image: http://flyingsuicide.net/wp-content/uploads/2012/05/asus-geofrce-gtx-690-3.jpg]

  • Diablo 3

    • GregBoffins
    • June 10, 2012 at 1:56 AM
    Quote from Zyndrome

    Welcome to every official forum ever.

    That's usually why I never make a proper post because I know it'll just get lost amongst the "Blizzard failed and diablo 3is dead" posts.

  • Diablo 3

    • GregBoffins
    • June 9, 2012 at 11:32 PM

    I ended up writing my thoughts on the forums if any one interesting in reading it.

    http://us.battle.net/d3/en/forum/topic/5745444985

    The problem with those forums is if you write anything constructive it's answered by 12yr olds

  • Diablo 3

    • GregBoffins
    • March 15, 2012 at 1:24 PM

  • Star Wars The Old Republic

    • GregBoffins
    • March 14, 2012 at 2:34 PM
    Quote from Dark

    I'm so glad I didn't sub but I am annoyed I paid 70 dollars for nothing :/

    yeah, that sux.

    Still, its the longest MMO I have ever played of day 1 purchase. I got around 600 something hours or out of it. I did enjoy my first 2 play throughs, but during the second one it became more obvious and apparent how flat the game really is :/ and in the end just bored by that point.

    I'll go back to it after a year or whenever the mood strikes.

    If you play any game constantly for 600 hrs you'll burn out

    You need to play it for a few nights solid, take a breather, and play again.

    How do you think I keep going back to wow, I take breaks in between excessive raiding/playing.

  • Star Wars The Old Republic

    • GregBoffins
    • March 14, 2012 at 12:01 AM
    Quote from Dark

    I quit, game became super flat and boring. Its weird? Not only that, everyone in my guild but 1 person quit before me, so that didn't help heh.

    I'm so glad I didn't sub but I am annoyed I paid 70 dollars for nothing :/

  • Joel Weech, Level Designer

    • GregBoffins
    • March 12, 2012 at 6:22 PM

    Interesting portfolio

    Although if you're aiming to be a professional level designer then I would focus on just the level design content in the portfolio and set aside any arty stuff and leave the level content as the main focus.

    I would also try and show more than one or two levels with detailed walk through on the game play and why you decided to go with that. As you will need to do that on the job it demonstrates that you can do this, no point in hiring someone who can sit there making buildings but has no idea why

    I'm not one to talk about layouts as mine is equally not good http://%7boption%7d

    Z

  • SimCity V

    • GregBoffins
    • March 8, 2012 at 10:35 PM

    Some youtube versions as the above videos didn't work for me.

    http://www.youtube.com/watch?v=aQUPqfnedxA

    http://www.youtube.com/watch?v=pMh9o1D8cRs

    http://www.youtube.com/watch?v=IqhxezYyiDU

    http://www.youtube.com/watch?v=qhKBorpg0-M

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • March 8, 2012 at 8:00 PM

    It's looking really good man.

    In regards to your question the other day, yes the fog density feels fine.

    I am wondering though (at the moment the lighting along the walls on the top and bottom floor feel even) if I may suggest the lower floor have a slightly darker light setting, something like 10%?

    Or be a bit more sunlight dominated? Let the sun hit the lower section diluting the yellowness of the lights down there? That is focused at the second screenshot more or less. The first one seems ok, probably just the angle?

    Is there any way to have very very subtle light shafts coming down in to he scene high lighting dust in the air?

    Nothing else to really say there, I like it a lot.

    PS Quake 3 supports widescreen, or you need to come in to the future and get a 16:9 monitor ;P

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  • Mass Effect 3

    • GregBoffins
    • March 7, 2012 at 6:05 PM
    Quote from Minos

    lmao

    I'm only about 15mins in to the manual and I am loving it too.

    Over all I would give it 8.5/10

  • Level design/Game Flow Tip

    • GregBoffins
    • March 2, 2012 at 12:37 AM
    Quote from 2d-chris

    A good tip is to not think specifically about setting and geometry, but to first start with a massive list of cool ideas you want to try, whats the story and theme of the area? You'd be amazed how formulating some kind of basic flow will open a world of possibilities.For example,

    Scientists are close to developing a retro virus that will eliminate *enemy x*, the problem is the facilities power systems have gone down. Your tasked with finding out whats up? You head to the power plant to discover matt damon has wires stuck into his head and is actually an alien that's growing into a horrific mega boss. You kill matt damon and plug the power in from his head so the scientists can finish their important project.

    Only then with a basic plan of action should you start to draw, model, test, iterate and cry

    I've gone about making SP levels with both methods. The easier newby throw some shit together based on real life, make some geometry and try to fill it up with cool stuff approach, and the considerably better plan a story, events and goals and then get dirty with design. All that being said, some of the best ideas come from just trying shit out, so it's a giant mixture

    PS

    If it's just you or a very small team - treat it like a demo, start with some text/dialog of the backstory, set the scene here. The level itself needs a goal, so keep it simple and short ... you know find the missing scientists or what ever. The end with some closing dialog/text to wrap it all up. The key is to feel like you've accomplished something and are a part of an adventure of some kind, walking about some corridors won't give you that feeling alone

    Display More

    This is pretty bang on.

    Although I like to think about the setting first because then it gives me boundaries to think about my crazy ideas(I find it fun to come up with cool ideas within a given rule set, more of a challenge). For example you could have a great idea but it wont fit in to the setting or the setting that fits that idea you may not like.

    Although we are talking specifics here, but I thought I'd add that

  • Is this Doom 4?

    • GregBoffins
    • March 1, 2012 at 2:32 PM

    https://twitter.com/#!/id_Hooper

  • Level design/Game Flow Tip

    • GregBoffins
    • March 1, 2012 at 2:19 PM
    Quote from seir

    Making straght corridors will force you to sell all the mood at one time. Add way more turns, make it more unique and explorable. Remember that you're making a game and you can't just copy/paste original floor plans form real buildings. Also it's very typical and a bit lame to start a player's exploration in toilet. Your plan should tell where and why he is, how he will move from one place to another, what he will find. Also don't count that player will visit all the rooms and look on stuf you did there. Most of the players will jus run through objectives so make a player's way filled with decoration and avoid dead ends.EDIT:

    Lunaran already covered some of that tips in his article:

    [Blocked Image: http://lunaran.com/images/dmenc/styl05.gif]

    That image doesn't work now 100% of the time.

    A lot of games are becoming "cinematic" so a straight corridor will server a purpose now for story telling reasons.

    For game play it's not good to leave it straight though, but since more and more AAA games are all about story and cover systems they are more or less straight corridors.

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