1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. mjens

Posts by mjens

  • Modular Modeling Showcase

    • mjens
    • October 2, 2013 at 8:03 PM

    I've been doing some modular pieces for Hellraid. I had some time to work with that I'm 100% happy with the result. The task now is to add some modularity breakers and I'm not talking about props to hide corners but shapes that don't fit modular pieces "by design", like rooms that have curvy walls or stuff like that. Here's a shot of what has been done (a bit old):

    [Blocked Image: http://hellraid.com/wp-content/uploads/2013/04/cat_new1.jpg]


    I'm also using different decorations for each piece:

    [Blocked Image: http://hellraid.com/wp-content/upl…Catacombs_3.jpg]


    Here's how it works:

    [Blocked Image: http://hellraid.com/wp-content/upl…atacombs_2a.jpg]


    CA:

    [Blocked Image: http://hellraid.com/wp-content/uploads/2012/10/2.jpg]


    BTW I wrote some articles about that but it was done on the hurry and for gamers, not developers so there are mostly basic pieces

  • The random model thread!

    • mjens
    • October 2, 2013 at 7:48 PM

    Yep, nice job, keep going!

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • mjens
    • October 2, 2013 at 7:39 PM

    I'm somehow the same but about cars so sorry, my bad

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • mjens
    • October 2, 2013 at 8:46 AM

    I don't understand that hype on HL3, I know Valve makes awesome games, I'm curious about new tech and game, I'm waiting but... I'd never post so much childish bullshit about it. That's only a game...

  • 500 additional jobs for Ubisoft in Quebec

    • mjens
    • October 1, 2013 at 11:31 AM
    Quote from Hipshot

    It's not long before EA and Ubi stops making AAA-tiles and starts doing Candy Crush-ish. We'll probably all end up in that swamp.


    I hope not. I guess that there's a nice chance in small indie games like Super Meat Boy etc. but with AAA quality. I really hope THIS is the future of gaming but usual AAA will never die obviously (I really hope so), market works like a wave, today mobile is awesome it's good to have our people there but it doesn't mean that it's the beginning of end for AAA or mobile is one and only proper. Sad to say but decision makers are only counting $$$ so when it takes small amount of $ to get ~$2 mln income per day it's not a rocket science to choose what's better for the company...


    Adrian Chmielarz (Bulletstorm guy) said that mobile is dead and somehow he's right. Mobile is dead for small punks, big players are in the business, there's more than 50 new games per day. Mobile is not a green island now but indie games are. To get attention on Steam Greenlight you need to make a really nice game, know how to do it. There's talent, idea and effort needed, just like on mobiles but the there's not so much active devs and the audience is bigger so the cash is better.


    That's my opinion, I dunno, maybe I'm wrong. I just hope that masterminds from giant corporations won't abandon AAA or will stay on PC/consoles...

  • DE_Overgrown

    • mjens
    • September 30, 2013 at 10:31 PM

    Well done!

  • 500 additional jobs for Ubisoft in Quebec

    • mjens
    • September 30, 2013 at 8:49 PM

    What a news:


    https://www.ubisoftgroup.com/en-US/press/de…tcm:95-27313-32


    The best part is " the expansion of mobile platforms" - looks like most of the publishers are likely to hold the mobile market. Maybe it's a few bucks game but all that micropayments can make nice $...

  • Organic levels - workflows and interation pipeline

    • mjens
    • September 30, 2013 at 8:00 PM

    Nice thread we got there in 3D forums, that one about our workflows. Cool stuff but I remember one thing that bugs me all the time - organic levels. I really liked them few years ago, it was simple, a bit of hill here, a bi there, some rocks, done! Experience shown that it's not so simple. Imagine that you have to prototype the level with terrain tool, dummy box and that's it. Actually it sounds nice but my problem is the iterations at the end of the project. When everything is done but someone says "Dude, it looks wrong, change it". Now remove whole decoration, all terrain details and paintings, start something new and hear "Oh, sorry, it was cool actually, revert changes". Fuuuu******* Now. What's your workflow with organic levels based on terrain, trees, rocks etc. Any cool stories from production?


    I guess my problem is the tools I'm using. UDK looks like pain in the ass with iterations and massive changes. CryENGINE look nice here, lots of terrain materials to use, easy sculpting but I don't remember having option to copy/paste selected parts of the terrain.

  • Your Game Design Workflow?

    • mjens
    • September 30, 2013 at 10:49 AM
    Quote from FrieChamp

    Writing down forces you to think things through and to be more specific, but there's a risk: the danger of spending too much time designing and planning things on paper that turn out to be not-fun or not feasible in practice. The longer you spend time with your idea in your head or on paper the more likely you will fall in love with it and lose objectivity. The lean, iterative approach, where you test ideas and involve others early on in the process seems like the healthiest method to me. So yeah, writing down ideas = good but if you've got 76 pages in your GDD and zero action on your screen - you've gone too far

    Yep, I call it "overplanning"

  • Your Game Design Workflow?

    • mjens
    • September 30, 2013 at 10:48 AM

    You can add benchmark or vertical slice to this description. If you have a team of artists they can make a benchmark when you're working with mechanics. Benchmark is one place made perfectly like from concept, with light and stuff. With such test you'll be able to say if the mood from concept art will do in the game. It's a very good idea to make a benchmark because poor art pass can make your mechanics feeling not as you planned. Even if you're one man army and you're the one and only artist and designer it's good to make such benchmark. Verical Slice is good when you have multiple levels with different mechanics - VS is a level that contains every single mechanic.

  • Your Game Design Workflow?

    • mjens
    • September 30, 2013 at 9:46 AM

    I see gigantic differences between programmers and artists. They have completely different workflows, ideas, plans etc. You're asking about game design, right? Not level design but GAME design? Here's my "workflow":


    Writing, writing and writing. All the ideas should land in game design document. This is the first phase where stupid ideas will go out. Writing about stuff you haven't planned forces you to thing about whole game, not the one feature you started with. It's a good idea to find >REAL< unique selling points. With that list you'll see that few ideas are not enough to make the game interesting. You need to write more - each mechanic, puzzle or plot stuff, do lots of sketches, test it "in brain" and when your GDD is ready you can try to make some prototypes in editor. As FrieChamp said, you don't need graphics to make sure the mechanics are working perfectly. Seriously, don't waste your time with pimping the visuals when your game sucks because of lack of mechanics...


    Shortcuts can get you into pit and you can loose your enthusiasm, good ideas can be wasted becouse of one bad.


    Good luck!

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • mjens
    • September 26, 2013 at 8:07 PM
    Quote from 2d-chris

    mods have art direction?


    It's rare like dialogue in a porn movie.

  • 'Steam Box' gaming console

    • mjens
    • September 25, 2013 at 6:11 PM

    No, I guess it will be game sharing system. The "O" symbol was the OS, the "[O]" symbol is a box for the OS so "O+O" is like OS+OS, something like multiplayer or LAN. I guess it's game sharing, there was some talking about this lately.


    I think that HL3, Source 2 etc. are clearly Valve stuff, and it won't be announced on Steam party.

  • Mateusz "seir" Piaskiewicz - Level Artist

    • mjens
    • September 24, 2013 at 10:26 PM

    I've updated my site a bit. Mostly the descriptions plus added the new projects:


    http://seir.level-design.org

  • Retopo tools ?

    • mjens
    • September 23, 2013 at 9:34 PM

    3DSMax's Multires :>


    <runs away>

  • WIP in WIP, post your level screenshots!

    • mjens
    • September 17, 2013 at 8:21 AM

    Looks great! Add more geo

  • I need a chair

    • mjens
    • September 17, 2013 at 8:06 AM
    Quote from TarrySruman

    sucks there are no ikeas in the city of los angeles


    Adventure time!

    http://goo.gl/maps/fkLUk

  • how do i create windows and doors through walls in 3ds max???

    • mjens
    • September 13, 2013 at 8:53 AM

    Pro Boolean is also cool but there's a lot of mess in the wires after carving:


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Physically Based Rendering for Artists

    • mjens
    • September 12, 2013 at 11:14 AM

    Looks like physically based lighting is on hype! Nice article

  • The random model thread!

    • mjens
    • September 11, 2013 at 8:29 AM

    Damn, it depends what lighting you'll plan to make. As you mentioned already that specular can burn people's eyes Try this one:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™