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  3. marnamai

Posts by marnamai

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 25, 2011 at 8:49 PM

    @ JeanPaul: I am not able to answer that as I don't own DoD. But a map based on venice with bridges and walkways, while confining the player to them seems just like an overdose of chokepoints.

    I could compare it with 2Fort, its a great design but usually ends up becoming stale rather quick, because monstly both parties start turtling.

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 25, 2011 at 4:18 PM

    I wonder if JeanPaul's statement about being confined to bridges and suspended walkways was sarcastic or not ... because I honestly don't think it would make good gameplay.

  • THE CUBE CHALLENGE: Rules and discussion

    • marnamai
    • February 25, 2011 at 12:39 PM

    I did,

    This challenge is simple: Build an entire level contained within a 1024x1024x1024* cube. You may use as much or as little of the space as you need, but no more.

    However a 3Dskybox is not part of the level and isn't accessible by the player but it can make the level look bigger then it's supposed to be. So it's a grey zone for me.

    What If I needed a higher skybox to fit a model in my level? Or can a part of a model stick out side the 1024^3 box?

    I like to bend rules

    You MAY NOT:

    - Allow any living player to move beyond 1024 units in playable/accessible space on any axis. The 1024 bounds MUST be defined by walls, sky, collision, or a kill volume.

    Meaning the actual level can be bigger but the player can't exit the 1024^3 playable area?

    EDIT: I should read the rules completely next time, shame on me ...

  • THE CUBE CHALLENGE: Rules and discussion

    • marnamai
    • February 25, 2011 at 12:15 PM

    I might do a single player HL2 episode 2 level. But I have some questions, can the level be bigger but keep the playable area contrained to 1024? And is a 3dskybox allowed?

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 25, 2011 at 10:26 AM

    Thank you everyone for the kind comments

    JeanPaul: there is some fog allready but it's very subtle and blends with the skybox, look at the buildings behind the bridge. Unless you mean fog above the water offcource.

    Pampers: I wasn't planning on making it playable, I don't even own DoD and all the assets are from L4D2 and Lost Coast.

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 24, 2011 at 11:30 PM

    The mapbattle ain't over yet and the voting topic with all the final submissions is yet to be created. The battle ends on sunday 13 march. If I rember it I 'll post a link or you're free to follow it yourself here. http://www.interlopers.net/forum/viewto ... 12&t=34496

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 24, 2011 at 11:24 PM

    This is a scene I did for the Interlopers.net mapbattle 49, a template (dev bridge) was provided. All assets are valve's except for the creepy guy shadow

    It took me around 24 actual hours to make and I am pretty happy with the results. I consider it to be finished but I 'd still love to hear critism on it!

    [Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/final01.png]

    [Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/final03.png]

  • [Crysis SP WIP] Ridge

    • marnamai
    • December 3, 2010 at 3:20 PM

    There are a few things that bother me enormously:

    1) RPG soldiers, they can see you through the vegetation and if they do spot you, you'll end up dead in seconds.

    2) no objectives ingame => if you open up the map

    3) some of the branches that are laying on the road can destroy your jeep. (if you crash into them at 45mph)

  • [Crysis SP WIP] Ridge

    • marnamai
    • December 1, 2010 at 3:05 PM

    Hi, does this level works with warhead too? I tried installing it following the intructions provided in the readme, but when I type in the console commands it says its an unknown command?

  • Zoltan Fejes - Level Designer

    • marnamai
    • June 3, 2010 at 4:22 PM

    1) I like the one page approach, but it feels a little too cluttered imo. I think if you would place the images on the left and the text next to it on the right (alligned left), increase the size of the video a bit and place 3 or 4 smaller thumbnails under the video linking to images would look cleaner.

    [Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/th_newdesign.png]

    2) Ditch the HL2 map, seriouslly it looks like crap. Its a blocky room with some props tossed in there.

  • [EP2] Mission Improbable Part 2

    • marnamai
    • May 31, 2010 at 8:27 PM

    Sweet, I love your work insta. I was kinda dissapointed that it ended at the elevator tho, I wanted more!

    The headcrabcannister part (you 'll know what I mean) made me frown tho ...

  • James Russell - Level Designer

    • marnamai
    • May 11, 2010 at 6:39 PM

    Ditch the flash as everyone said, it takes way too long to load and the site if a nightmare to navigate. I've read through some of the portfolio guides here on mapcore and they helped me a lot.

  • Lost Love Trailer - Chell's Legend

    • marnamai
    • May 11, 2010 at 6:31 PM

    I am sort of dissapointed that it didn't reveal anything about the mod itself, if you're going to make another trailer, include gameplay footage!

  • Maarten Frooninckx - Level designer

    • marnamai
    • May 7, 2010 at 5:14 PM

    I am pretty much done with my portfolio for now, I 'll update it later when my projects are done. Including playthroughs and download links.

  • Maarten Frooninckx - Level designer

    • marnamai
    • May 5, 2010 at 9:40 AM

    Thanks for the comments ^^

    I am gonna trim down the projects list.

    What other data/info should I include?

    Does it mather to have a downloadable pdf version of the site, since people can just bookmark the site?

  • Maarten Frooninckx - Level designer

    • marnamai
    • May 4, 2010 at 6:51 PM

    I have a few questions

    1) Would it be wise to put everything on one page, using anchors?

    2) I have done playtesting and given input/ideas on a few mods that were succesfull. Should I include that as experience? (Research & devolpment, Human Error, ect ...)

    What about mods I 've been on in the past but failed, I did learn valuable lessons from those.

  • Maarten Frooninckx - Level designer

    • marnamai
    • May 4, 2010 at 5:50 PM

    Hello, I am working on setting up my portfolio. I 'd love to hear some input!

    http://www.marnamai.interlopers.net

    ps: My html skills are crap.

  • The 'Core Sketch Thread!?

    • marnamai
    • September 13, 2006 at 11:10 AM

    [Blocked Image: http://img99.imageshack.us/img99/192/concept2sy.th.jpg]

  • The random model thread!

    • marnamai
    • September 11, 2006 at 6:52 PM

    Amcern?

  • HL2:Subvertus needs mappers!

    • marnamai
    • August 25, 2006 at 11:40 PM

    Hello,

    We are looking for one or two semi-/high profile mappers.

    REQUIREMENTS

    * previous experience (6 months hammer)

    * knowledge of triggers; input output system; ai; scripted sequences, ...

    * able to learn from constructive comments

    * able to create high quality, playable maps (singleplayer)

    * dedication!!!

    If you are interested provide some samples of previous work (links or screens / bsp preferred)

    Post them in the join section of our forum.

    moddb http://mods.moddb.com/6703/Half-Life-2-Subvertus/

    site http://subvertus.ahl2mod.net/

    Most maps will be situated in big outdoor snow maps, including a combine complex and the old surrounding city.

    I am currently the only mapper, 2 others left because of RL and school (sadly enough)

    If you have more questions regarding the mappers position, PM me here or mail me at "marnamai at hotmail dot com".

    STORY

    Some say the world will end in fire,

    Some say in ice.

    From what I've tasted of desire

    I hold with those who favor fire.

    But if it had to perish twice,

    I think I know enough of hate

    To say that for destruction ice

    Is also great

    And would suffice.

    -- Robert Frost

    It all began with the Climate Controller. The Combine installed it in hopes of controlling Earth's climate for future use. But things went awry, not expecting the chaotic nature of Earth's weather patterns, the Controller

    caused parts of the planet to be scorched into bone-dry deserts while plunging others into an endless winter. But in some places the Controller worked, keeping places at a steady temperature and keeping storm systems away, such as City 17.

    Half-Life 2:Subvertus is a mod based in frozen wastelands of Europe. You start off in the boots of John Hayes , an ordinary rebel stationed in an outpost deep inside the frozen wastelands. You wake up and begin your

    day. Getting orders to ambush a Combine patrol, you prepare to head out, but that plan comes to an end quickly...

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