Until recently Inferno didn't look any different than the Source version, and Nuke still doesn't. The maps have evolved in a pretty linear way, it's been a pretty bare-minimum style approach on a couple of different levels. It's a fair question how much credit the people who used to work on them deserve. I think the answer is, it boils down to the specifics.
Posts by FMPONE
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It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial. I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway.
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The potential is obvious -- keep it up!
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How the hell does Castle not know what a Rats map is!?!? Blasphemer!
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I'm not familiar with SC2's gameplay, but that looks pretty cool. Thanks for sharing

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6 weeks to make a map? Try 6 months

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That has a ton of potential and seems very well executed. Keep it up! Let's see some graffiti/decorations on those walls

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Quote from OneShotAnth
Here's a little something I've been working on. Counter-Strike: Source players might recognise it.

[Blocked Image: http://i.gyazo.com/39e7296f8f19d527c63932b153b7e612.png]
It looks like Port? Keep it up!
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Quote from Fnuggi
Heyo Mapcore. This is my first post since I started lurking mapcore a few months ago.My name is Marc and I live in Denmark - On the interwebs I go by the name Fnuggi or simply Fnugz. I have a great passion for video games and my favorite game has always been counter-strike; ever since I played it the first time back sometime in 2002/2003.I started playing around with hammer in 2008 making silly maps for CS:S.Even though I feel like I have great understanding for hammer, I have never really finished nor released a serious map. I also enjoy playing matchmaking and the competitive aspect of the game. I'm in the eagle ranks (no braggin') and have a lot of game-knowledge, which hopefully can be used creating maps.My hopes by joining in this awesome community is to learn something and get to know all you cool people C: (and finishing and releasing a map for CS:GO!) Cheers - Fnuggi
That's awesome Fnug, it sounds like you're in the perfect position to make a real try at a CS map. Goodluck with that and welcome
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Quote from Idolon
[Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10002.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10003.jpg]
My entry right now for a 20 brush challenge on Facepunch. Lighting errors and AA tearing ahoy!
This is superb. Please polish it up.
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I hope you guys will upload your files at the endmofnthe contest, I'd like to see how they're built!
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Quote from FrieChampDisplay More
I guess this could also go in the „Do you enjoy your job in the games industry?“ thread or “MapCore Job Census” but I haven’t shared in this thread yet, so here’s what’s up: I quit my job on Friday.
To give some perspective to those who might not know: I’ve been working for an investor and assisted the gaming start-ups (online, social & mobile) in their portfolio for the past 2 years. My title was “Business Intelligence Analyst” but my assignments went beyond the scope of data analysis. Big companies have different roles/people for these tasks: BIs, Product Managers, Monetization Designers, Online Marketing Specialists, Business Developers, … I switched between these roles depending on the problem at hand. I supervised a Data Scientist who helped me with the number crunching, optimized marketing campaigns, studied the theory and best practices of Casual & F2P game design - basically supported the developers in any way I could. On the positive side I’ve had a lot of freedom on what to work on, there were no hierarchies and corporate BS. But it also meant little guidance and no advice from somebody who had successfully built a free-to-play gaming company yet. I learnt a lot about game design, data analysis, online marketing, entrepreneurship and investment deals. But some of you I’ve talked to individually recently already know that I wasn’t very happy anymore and have toyed with the idea to go back to level design for the past 6-9 months or so.
Why? There is something extremely satisfying about coming up with a vision in your head, sitting down to craft it (often for hours without a break) and at the end of the day see what you’ve accomplished. Somebody posted a link to a TED talk about the secret of happiness being “flow” and while I don’t think it’s the only answer I can resonate with the idea. If you constantly jump from one construction site to the next (in my case: even disconnected from the actual teams, because you’re in an advisory role, often in a different location) you go home wondering what you’ve actually accomplished that day.
Secondly it takes a certain mindset if your primary responsibility is to make the company more money. There is nothing inherently wrong with that, mind you, but it’s a different perspective that e.g. a designer has, who needs to ensure that the experience is fun. It takes both voices to create a successful product in my opinion, but right now I don’t think I can be a good spokesperson for the monetary-side when I don’t feel passionate about it. My biggest passion still is to build worlds and create fun experiences. This is why I decided against pursuing a Product Manager role, which would probably fit me best if you take a glance at my resume and which would probably also be better paid than an LD job. Yet, when I did some low-poly modelling in Maya and whiteboxing in UE4 for the hell of it this summer, I remembered, why I got into games in the first place.
So when I heard that local Goodgame Studios had licensed UE4 and are building a team to develop games for the Core Gaming market, I applied, passed the design test + interview and got an offer. I’m going to commence working there on December 1st. It also means that I won’t have to move further away from my family and my new girlfriend, which is also very good. I know that the industry is very volatile and this is a challenge that I’ll probably face later down the road, but when I thought it over and over again, about where I want to take my career and what could happen, I realized that it doesn’t make sense to be afraid and work a job that I dislike till the end of my days because it is supposedly more stable and brings in a few hundred more bucks.
I've tried a bunch of different things over the past years, peeked behind the curtains of different departments and companies in different segments of the gaming market (talked to a bunch of folks, too). I've pretty much come full circle and feel like the creative side is for me. I just see a lot of people burning out or not being able to keep up. I hope that won't happen to me. I hope I can maintain a healthy balance between a passion for my job, social life and financial income in the future. But right now I’m just stoked to get mapping again

Can verify, making levels is fun as hell
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Alright guys. Time to close this one I think. If you'd like to give more feedback I recommend the steam page for the map.
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Quote from MaK
I like it! I don't know if this was intentional or not, but the retro brown kinda theme reminds me of the original Solaris movie.
This is actually a really interesting point. Agreed.
I like the scene a lot more. It's starting to look not "game-realistic" but "real" realistic, the handkerchief by the sink is a nice touch. Starting to look very human which is awesome. I still think the scene falls a little flat just because it looks like 5% space and 95% some tacky house, but that's alright. It's the theme and not your work.
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Quote from Lemurr
The warm lit parts with the plants are nice contrast with the cold feel of the corridors!
More cavey stuff:
[Blocked Image: http://i.cubeupload.com/PzxOTR.jpg][Blocked Image: http://i.cubeupload.com/51K2lJ.jpg]
Dude, very cool.
It might be a bit dark, but I might also have a bright enough monitor to see it working. I like it.
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I think it makes a lot of sense. 2 billion dollars is monopoly money, it's like, well, it's like 2 billion dollars. That amount of money would be hard for anyone to resist, to do just about anything. So I'm not surprised to see Notch sell his big claim to fame, if that's what ends up happening. It is just slightly sad though, something about it. Something seems kind of wrong there, but if everybody gets what they want, and Notch is tired of maintaining the game, maybe everybody wins.