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  3. cardo

Posts by cardo

  • DM-Jaya (UDK)

    • cardo
    • October 28, 2010 at 6:26 PM

    Hi guys, thanks for the feedback!

    Yeah, I actually purposely desaturated the yellows in the whole scene to give it a cooler/fresher feel. It's supposed to be a bright, but cold day so I felt the fog was still apt for the situation. I do agree however that the transition from fog to no fog is too much of a contrast and it could've probably been thinned out a little. Before I reduced the yellows I felt that the whole thing felt too humid and green in comparison to the bright blue sky and it just looked a little wrong together. I didn't want to go overboard with the post processing either really so tried to mute things a bit. Anyways if anyone's interested there's a load of dev shots here of it in various stages of build/lighting so you can see how it was previously --> http://%7boption%7d

    Also there's a vid here so you can see it running if you can't be bothered to dl it http://%7Boption%7D

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  • DM-Jaya (UDK)

    • cardo
    • October 24, 2010 at 11:57 AM

    Hi guys

    Here's a small DM map for UDK that I built in 11 days to learn the engine. All assets used are included with UDK. Enjoy!

    DOWNLOAD (12.3mb) http://%7boption%7d

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya1.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya2.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya3.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya4.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya5.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/jaya6.jpg]

  • Daniel Miede - Level Designer

    • cardo
    • October 25, 2009 at 3:19 PM
    Quote from Ginger Lord

    Good stuff but some of the maps don't look very "lived in". Theres no debris and clutter/junk to break up the large expanses of open terrain.

    I agree with Ginger Lord but in the same way I think it gives your maps a very clean cut style that you don't always see in maps anymore. Sometimes I think levels become too cluttered with props and decals even if it does make it more 'realistic'.. but then again maybe I just miss the good ol' Quake days

    Either way, awesome work!

  • Minos' digital sketchbook

    • cardo
    • June 30, 2009 at 11:42 AM

    Hmm, I can see what Jenn0 means about the shadow of the rocks but on closer inspection aren't the rocks casting that shadow much further in the distance? If that's the case then I'd say the shadow was around the right kinda place.. but again if that's right then there would be more shadow for sure at the centre down the bottom. I like that you've used purples and some other tons that you normally wouldn't expect to see, and the puddles of water which subtley add depth to the image.

  • [TF2] Furnace Creek - a 3 point A/D map

    • cardo
    • June 30, 2009 at 10:57 AM

    I really love the look of this. Who cares if you're a big fan of the desert theme? It is TF2's central style afterall and I agree that Alpine needs a bit more content to bring it upto scratch with Desert, although the recent additions with Sawmill helped a bit (waterfall/rock props etc). I think you've done a great job giving a fresh take on this and the lighting and displacement work is spot on. Do you guys subdivide with power of 2 to square them off a bit or is that a personal question?

  • [TF2] CTF Creak WIP

    • cardo
    • June 24, 2009 at 9:28 PM

    Really digging some of the new details you've added. I like the texture/detail variations between the bases and how it's not too samey, but also not too different from one another.. if that makes sense

  • WIP in WIP, post your level screenshots!

    • cardo
    • June 24, 2009 at 7:51 PM

    Who's the map by again?

  • Minos' digital sketchbook

    • cardo
    • June 24, 2009 at 5:52 PM

    I really like your new space one Mino.. I couldn't quite put my finger on the style that it reminded me of for ages, but it's those spray can artists u get on the streets when you're on holiday. Those crisp edges and really rich colours. I found this comparison shot [Blocked Image: http://spraycanman.ca/2008.JPG]

    'Cha get me? Next time more whales.

  • ins_karam

    • cardo
    • June 24, 2009 at 4:39 AM

    This map looks amazing! I've never realy got into Insurgency but the screenies alone make me wanna fire it up again and check this out. I really love maps that give that open sense of surrounding and you've absolutely nailed the atmosphere here. Great job!

  • Experienced Level Designer - Climax Studios

    • cardo
    • June 24, 2009 at 4:34 AM

    I take it there's still no regular Level Designer positions going?

    Any ideas if there will be requirements for one in the near future?

  • de_outlaws

    • cardo
    • June 23, 2009 at 10:56 AM

    Just had a cruise about the map and I love it. Theme was done really nicely with fairy limited custom content and I'm always a sucker for spaghetti western maps! I wasn't really a fan of the huge amount of crates either. Maybe some of them could've been replaced with barrels, carts or more hay bails? Just a bit of variety.. for some reason it made me feel like it was a prettied up cs 1.6 map.. but either way the map was still great looking.

    The mine entrance looked alot better in game than the screenshot gave credit but I think you could've done more with it as mentioned; Perhaps it needed to be a bit more grand.. like a path leading to a bigger entrance all boarded up.

    I felt the bar could've been jazzed up a bit.. it felt like an empty room with a few well placed props and lacked any sort of atmosphere or alcoves of interest and needed a little more variety. Saying that, the rest of the actual buildings and exterior details were really nice and you managed to pack in alot of different styles architectually and colourwise to help define each area well, even if the HDR does burn my eyes a bit with it's over-saturation of some textures

    All in all, top notch goods!

  • [TF2]Cp_Generator

    • cardo
    • June 20, 2009 at 9:42 AM

    Yeah I agree about the lighting comment.. It seems a little washed out and a bit of contrast from spotlights or whatever could really help some of those lesser detailed interior walls. I'm not much of a fan of that dark trim you've got running round the edges and mid wall.. It seems a little too contrasted from the bright concrete surfaces, heh. I think floor trim is good but it's not needed so much on the vertical faces or perhaps should be toned down colourwise.. Just my opinion though. I'll dl and give it a whirl as it looks fun

  • [TF2] CTF Creak WIP

    • cardo
    • June 12, 2009 at 1:27 AM

    Layout seems quite nice from running around, but I do have to agree with the ceilings feeling a little low throughout the map. Might get annoying for double jumping scouts avoiding spammage but generally I think you can get away with it. Alot of the TF2 maps are alot tighter than you first realise, especially some of Goldrush's or Dustbowl's back routes.

    Keep up the good work anyhow!

  • portrait work

    • cardo
    • March 8, 2009 at 3:14 PM

    Thanks guys

    Yeah I wouldn't mind getting my hands on a tablet just so I can do some proper stuff. Really been enjoying Peris/Mino's stuff on here and wouldn't mind doing some stuff in that kinda style. I suppose I should make the switch over from Paintshop to Photoshop really too.

  • totally random texture thread

    • cardo
    • March 4, 2009 at 10:05 PM
    Quote from Nysuatro

    yeah great, thanks

    lol, sounds as confused as me

    I know very little about texture creation but I think it looks amazing. It has real depth to it even without it's other layers. Great work!

  • cardo's sketchy pad of treats

    • cardo
    • March 4, 2009 at 7:51 PM

    Yeah was goin for some tf2 deserty theme.. in my own style tho

  • cardo's sketchy pad of treats

    • cardo
    • March 4, 2009 at 5:31 PM

    Found some time the other day to finally scan in a load of crap from one of my sketchpads. There's quite a variety of stuff from character designs to map ideas etc.. Tried to add a quick colour paint over to a couple just to give the general mood I was going for rather than a finished work of art! Hope some of it gives inspiration/enjoyment at least. comments/crits always welcome

    [Blocked Image: http://cardo.quaddicted.com/sketches/aliens-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/castle1-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/castle2-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/city2-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/city-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/demon-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/diver2-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/general-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/heavy-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/robot1-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/spy-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/terror-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/trainyard-s.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/mine1.jpg]

    [Blocked Image: http://cardo.quaddicted.com/sketches/mine2.jpg]

  • portrait work

    • cardo
    • February 25, 2009 at 7:17 PM

    Hey all. Did these 3 of friends a while ago and never really thought of posting them here until now. All are done from scratch with photos for ref of course. Used Paintshop Pro 9 and unfortunately just a mouse! .. Crits/comments welcome as always

    [Blocked Image: http://cardo.quaddicted.com/pics/dan2.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/lora4.jpg]

    [Blocked Image: http://cardo.quaddicted.com/pics/dazzle3.jpg]

  • [TF2] Arena Lighthouse

    • cardo
    • November 10, 2008 at 12:05 AM

    Lookin' good! It's a refreshing deviation from the standard TF2 themes. Gonna dl and take a run around this. Can't wait to see this polished up a little! nice work

  • de_olive (cs 1.6)

    • cardo
    • November 5, 2008 at 8:50 PM

    heh thanks for the kind words all. I'm planning on re-building a source version of this from scratch, but obviously I most likely won't be releasing that until half-life 3's out and cs:s is suitably retro ;D Anyone had a chance to test/play it? I could really do with some feedback on how it plays but wasn't really sure if there were any active cs 1.6 communities around still. Cheers!

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