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Posts by sock

  • SimonOC / Sock Photo Thread

    • sock
    • June 17, 2010 at 6:50 AM

    Athens - The Parthenon

    [Blocked Image: http://www.simonoc.com//images/photo/athens_parthenon/dscf1046.JPG]

    The Parthenon is the crowning glory of Athens, standing tall atop of the Acropolis surrounded on all sides by a sea of urbanization far below. Sadly the temple has suffered much misfortune over the years and in 1687 the Ottoman Turks used the Acropolis for the storage of gunpowder, which partly destroyed the temple when it was struck by a Venetian mortar.

    I especially liked the piles of stonework (ideal cover) lying around the site and scaffolding for interesting urban site detail.

  • SimonOC / Sock Photo Thread

    • sock
    • June 14, 2010 at 2:03 AM

    Istanbul - Ceramic Tiles

    [Blocked Image: http://www.simonoc.com//images/photo/istanbul_ceramic/dscf1321.JPG]

    The Topkapi Palace was the official residence of the Ottoman Sultans for 400 years (1465 - 1856) and home to over 4,000 people at the height of its existence. Much of the inner areas of the palace were decorated with richly coloured Iznik and Kütahya tiles with many repeating patterns spread across multiple tile sets creating unique and interesting wall designs.

    KungFuSquirrel, I am glad you and matt like them, I have a couple more sets to add over the next couple of weeks.

    As a bonus for anyone here that is interested in source textures I have included links to TGA files on each of the tile pages. I have corrected most of the lens distortion and rotation errors but if anyone wants to really use them, the images will require colour balance and tiling correctly.

  • SimonOC / Sock Photo Thread

    • sock
    • June 12, 2010 at 8:40 PM

    Istanbul - Hagia Sophia

    [Blocked Image: http://www.simonoc.com//images/photo/istanbul_sophia/dscf1121.JPG]

    The Hagia Sophia has been rebuilt three times and suffered through several earthquakes, the building is a classic example of Byzantine architecture with a huge 102ft wide dome standing 180ft tall supported by giant stone columns. The space inside of the building is amazing because of the dome; photo's could be better, sadly over bright.

  • SimonOC / Sock Photo Thread

    • sock
    • June 1, 2010 at 3:11 AM

    I always try to take a ton of pictures of places I visit and this is a collection of stuff I have finally got around to organized into albums. I know these pictures are not amazing quality, (I am still learning) they are mostly about me creating mental reminders for ideas later on. As always, any suggestions on how to do things different, let me know.

    The Buda Reformed Church

    [Blocked Image: http://www.simonoc.com//images/photo/buda_reformchurch/dscf0325.JPG]

    A beautiful church with an unusual floor plan crowned with vibrant coloured tiles and various architectural symmetry lines. I have been wanting to create a photo album for this church for some time, but only recently got all the background information I needed.

    The Great Market Hall

    [Blocked Image: http://www.simonoc.com//images/photo/buda_market/dscf0462.JPG]

    Carrying on with my fascination of Neogothic Hungarian architecture is the Great Market Hall. Even thou it has been repaired recently it still looks awesome with richly coloured brick patterns and classic Zsolnay tiles.

    St. Elizabeth Church

    [Blocked Image: http://www.simonoc.com//images/photo/buda_elizchurch/dscf0087.JPG]

    Here is another hidden treasure of Budapest which I found while wandering around the streets looking lost. What surprised me the most about this church is that it was built by Imre Steindl who is more famously known for building the Hungarian Parliament.

    The Hungarian Parliament Building

    [Blocked Image: http://www.simonoc.com//images/photo/buda_parliament/dscf0663.JPG]

    This magnificent landmark is the crowning jewel in the architectural landscape of the city of Budapest with a symmetrical Neogothic facade, a sea of windows on all sides and a towering dome in the middle. (Plus it is free to get inside if you are from the EU)

    Berlin Aquadom

    [Blocked Image: http://www.simonoc.com//images/photo/berlin_aquadom/dscf0029.JPG]

    If you need a reason for a quick weekend visit to Berlin then the Aquadom is something that is not to be missed. A tranquil home for 2600 fish and 56 species swimming around in over 900,000 litres of seawater. The feeding of the fish and the cleaning of the fish tank is performed daily by a pair of full-time divers.

    Pergamon Museum

    [Blocked Image: http://www.simonoc.com//images/photo/berlin_pergamon/dscf0308.JPG]

    The Islamic Art Museum is housed in the upper part of the Pergamon Museum and contains a wealth of fabric and ceramic exhibitions including the famous Mshatta facade. The ceramic pray altars were a breathtaking sight of beauty constructed from uniquely designed glazed tiles perfectly locked together.

  • Simon OCallaghan - Level Designer

    • sock
    • April 6, 2010 at 11:37 AM
    Quote from Nurb

    Imo your site suffers from trying to be too much at once.

    Yep a good point, but i think portfolio sites have changed their use over the years and especially after having a job in the industry. I think a portfolio site is no longer just a website to get a job, but a place to express how you design and make things. I always get good feedback at interviews about the post mortem stuff I post on my professional work. I think it is important for someone who designs stuff to show how they got to the final design. The process is usually more important than the final result to employers. Which is why my site is a hybrid of professional and personal projects because I still make stuff in my spare time and have friends who visit. I use my Linkedin as the professional portfolio thing for recruiters, not my website anymore.

    Quote from BJA

    that smiling monkey is also very amusing

    The smiling monkey links to a page about me, but most people never hover over it or click it! I must admit it does not look clickable but I set it up as a surprise thing really. The right hand side of the page with lots of links is a blog index thing, I thought people would be comfortable with the layout because there are so many blogs nowadays that use that format.

    Yeah video's do seem a popular thing nowadays, I need to think about this more. I have some video stuff of my latest personal projects but that is all. Going back to all my old professional games and recording video's could be tricky but something I could do easily for new stuff.

    I am surprised you think my textures should be at the top of the page instead of the photos on my material tab. The textures are old, diffuse only and some are even hand drawn. I thought people would be far more interested in the photos than the textures. I really left the textures there because I get a lot of traffic to my site because of the egyptian texture links in google.

    The articles are really old but my personal projects use an old engine as well. I did think about doing a section on Crysis but that is covered really well on the official site. I did write the Enemy Territory mapping manual but that is hosted with SD now. I plan to write some more articles but they will be Q3 related because I enjoy mapping for it still personally.

    neotic, yeah getting rid of the splash screen would help that but from the google stats I have on my website, most people click through to the post mortem stuff on my professional work really well. My click through page average is really high for my site but I don't want to flatten the page because I want to add more later.

    @generalvivi, wow that brings back some memories. I don't remember all that street detail but I had alot of fun creating all the buildings. One of my little side map projects I had going at Raven.

  • Simon OCallaghan - Level Designer

    • sock
    • March 27, 2010 at 1:50 PM

    http://%7boption%7d

    I have not posted my portfolio here before and since there is a big index thread being created I thought you need some O people I have had my portfolio site for some time now and probably a few people from here have seen it already. As always if anyone can think of something to improve with the layout or content, please let me know.

  • The Edge of Forever (Q3)

    • sock
    • March 14, 2010 at 1:43 PM

    [Blocked Image: http://www.simonoc.com/images/design/…of_beta_all.jpg]

    Website : http://www.simonoc.com/pages/design/map ... f_beta.htm

    This is mostly for someone over at Q3W, but I am posting here just in case someone else is interested. I have uploaded all the old beta zip files to my website and quickly put together a web page for it with download links and a quick paragraph on the major changes in each beta.

    [Blocked Image: http://www.simonoc.com/files/maps/q3/tn_moteof_final2.jpg]

    What is it, Version 2!!! (The defrag release)

    * Added defrag timer triggers to map. Start - first set of pillars in Guardian chamber, Finish - 'to be continued message'.

    * Changed texture on secret buttons (Painted red to stand out more)

    * Changed light behind switches to blue. (Should be more obvious)

    * Fixed the broken fog brushwork on the front of the portal model!

    * Fixed overlapping brush in puzzle room 5. (top beams)

    * Fixed texture on 45 degree light fixture in puzzle room 5.

    * Fixed light leak on puzzle room 5 wall. It looked like a secret wall panel.

    * Changed all the light map density values for puzzle room 5.

    * Fixed wood colour errors on electric generators.

    * Removed light switch on shortcut between lift 2 and teleporter.

    * Removed light switch on generator in lift shaft 1.

    * Added broken second switch panel to top of lift shaft 2.

    (Hint to player to look for the button instead)

    * Broke wood beams on portcullis leading to orrery.

    (Should be able to spot the button easier)

    * The lights behind switches in the first room switch off quicker so players notices difference

    * Changed most text messages to be less confusing about subject.

    * Re-recorded a new demo showing complete walkthrough again.

    * Re-arranged the order of the skull-o-meter to hint at locations better.

    The list above is mostly cosmetic stuff, but a couple of people wanted to play the map with the defrag mod. I thought why not help them out with an update and also fix some stuff relating to feedback at the same time!

    New Linky : http://www.simonoc.com/files/maps/q3/moteof_final2.zip (49.1Mb)

  • The Edge of Forever (Q3)

    • sock
    • March 10, 2010 at 7:24 AM

    [Blocked Image: http://www.simonoc.com/images/design/…of_source3l.jpg]

    The Edge of Forever - Source Files

    Web : http://%7boption%7d

    The map source file is very large (10Mb) because I have included 200+ model files and a few of those are linked together to form other models. The model naming convention is a bit strange but the level was developered over 8 months with 156 map versions so some stuff will probably be in the wrong place. I recommend you turn on camera clipping in the GTK editor, otherwise you will not be able to move the camera around.

    The map is compressed into a small space in the editor so that the light grid has a better density on surfaces. I have included map compile options in the readme file and it works fine with q3map2 version 2.16. All the Q3A logic stuff is high above the map and is colour coded via textures to show the different functions used. Once I get a free moment I will sit down and go through some of the logic stuff because unless you are into scripting or coding it will be very difficult to follow.

    insta, wow, I am glad you had some fun playing it. The map was designed for 30-60mins of gameplay, so 0.7hrs seems about right. The orrery is mostly a couple of models just rotated and twisted around. It is my nod to the film 'Dark Crystal' and their version looks even better. Most of my time was spent testing the puzzles and adding visual clues around the place for the other rooms. I would of loved to create something bigger but I hit engine limits very early on. In hindsight probably a silly idea to use the Q3 engine but it was a lot of fun to create.

    @seir, yeah I was trying to create something that looked and felt different to what people expect from Q3.

    VoodooBenshee, If you get a chance, try and get hold of a copy of Q3 and check it out.

    Campaignjunkie, yep good point. If i do anymore puzzle stuff with Q3, I will look at doing a MOD next time.

    EDIT: Spelling mistakes

  • The Edge of Forever (Q3)

    • sock
    • March 7, 2010 at 6:15 PM

    insta, Thanks, hope you enjoy it.

    !!! Spoiler !!!

    Here is a link to a youtube video speed run through of the entire map completing everything in 4 1/2 minutes. This is really for people that don't have Q3 installed and just want to know what is going on with this release.

    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.
    Be warned, this speed run through will complete everything and spoil the entire map showing all areas and secrets. Use this link with caution if you want to play this map at your own pace later on.

  • The Edge of Forever (Q3)

    • sock
    • March 7, 2010 at 9:42 AM

    [Blocked Image: http://www.simonoc.com/files/maps/sp/moteof_final.jpg]

    More screenshots and information are available on my website.

    I know this is primarily a source engine site but I always hoped that some people here have a copy of Q3 lurking on their HD somewhere. This is the final release of a map that some of you may have seen over the last 8 months and wondered 'what is going on here!'. It has been a very long journey for me with countless versions and months of building but thanks to all my friends it has been an amazing experience.

    The map features brand new high resolution textures, a large collection of new static meshes, VO+Storyline and a full custom environmental soundscape. All the source files and a detailed explaination of the map will be released next week if you are interested.

    As always, constructive comments are welcome and if you have the chance to record any demo's please let me know because I would love to see how you played the map. I do understand that this will not be everyone's cup of tea because it has a very strong puzzle element but take your time and try to resist the urge to noclip around the place. The website does contain some help on how to find things if you are really stuck!

    Zip File : http://www.simonoc.com/files/maps/sp/moteof_final2.zip (49Mb)

    Instructions for loading / playing the map

    This map is designed for Quake 3 Arena 1.32 and IOQuake 3 and does not require any special MOD in order to play correctly. I would highly recommend that you turn off various elements of the default HUD so that the playing experience is as immersive as possible and follow the loading instructions below:

    Place moteof_final.pk3 in your /Quake III Arena/baseq3/ folder

    Start quake3 Arena icon on desktop

    Hit ` key usually next to the number one key, left hand side and type:


    /g_gametype 2 - This mode will get rid of the awaiting player message

    /cg_drawgun 0 - Stops drawing any player weapon on the screen

    /cg_drawstatus 0 - Removes the ammo, health and armor status

    /cg_drawfps 0 - Turns off the fps counter in the top right corner

    /timelimit 0 - Stops the map ending if an existing timelimit has been set

    /fraglimit 0 - Turns of the fraglimit on the bottom right side of the screen


    /map moteof_final loads the map, can be done via ffa/tourney menu as well

    Hit ` key will close the console if still open

    If the map fails to load with the follow error message ERROR: Hunk_Alloc failed then you need to change the memory amount using the following console command: '/com_hunkmegs 96'. After typing the command, restart the game and load the map again.

    If you feel the lighting of the map is too dark, you should change the screen gamma to a brighter value. Please note that the gamma console command only affects the display if the game is full screen. (the game fills up all of the screen, no window border)

    The console command to adjust gamma is '/r_gamma 1.0' (default value)

    A good starting point for something lighter is 1.3 and a lot brigher would be 1.5.

    The design

    This is a single player experience ONLY and there are no plans for adding bots or multiplayer support to this map. The environment is designed with countless visual clues of what to do next and will require the player(YOU) to look up to find them! There is no time limit pressure and the level can be played at any pace.

    The environmental detail comes with a price and that is extremely high poly counts in most areas of the map. The average poly count for the map is between 20k-30k and will require a modern day PC in order to reduce any FPS problems.

    The main puzzles are made up of two state objects (on or off) which are linked together to create more interesting problems. All of the puzzles are setup with custom sounds and visual effects so that it should be easier to see and hear what is going on.

    The solution for every puzzle is always linked to something that is blocking your path, this could be a door, a floor opening or a new route forward. Two of the puzzles are randomly setup each time you load or re-start the map, so if you play the map several times it should be a slightly different experience everytime.

    The Story

    Far across the Dead Sea, beyond the shores of white sand are The Dragon's Teeth--heartless mountains consumed by cold howling winds and separated by valleys of icy fog. Nestled deep within is a small rocky pinnacle upon which rests the palace of The Guardian, the architect of the Vault of Knowledge.

    For centuries people have visited the Guardian hoping for blessings and the chance to take the Trial of Knowledge but few have been granted the wish. After many wars and natural disasters the location of The Guardian eventually slipped from people's memories and was lost forever from maps. Only legends remain telling of the trial and the strange machines that seem to crackle with the power of the skies.

    For years you have dreamt of finding the Vault and gaining the treasure of the ancients but the mountain paths have just led you round in circles. One day, while searching the northwest mountain peaks, you discovered a hidden trail marked with small piles of stones covered in unusual symbols. Something looks familiar and you suspect you have seen these symbols before in ancient books, but your memory is fading and you are not sure anymore.

    After days of walking past countless marker stones, the trail eventually descended from the higher peaks towards a misty valley. Far off in the distance you could see a small hill with what seemed to be a manmade structure on the top but you will need to get closer to find out.

    The trail leads down into a dense forest shrouded in a thick miasma that chills you to the bone. The boughs creak and groan but there is no wind, just the fog blocking out the light above. Several days pass and eventually the winding trail leads upwards again, out of the mist. You stand before a small ornate building with glass on all sides.

    You enter the main door...

    EDIT: Fixed broken images/links

  • WIP in WIP, post your level screenshots!

    • sock
    • January 24, 2010 at 9:01 PM

    @sargemat, yep, that is the style I want to hint at in this map. A fantasy/mystic environment with a light touch of realistic textures.

    @3Dnj, it is the default quake 3 engine with new textures, environment/VO sound and ton of models sprinkled all over the place. The map is designed to be a SP puzzle experience with plenty of places to explore. The map is in final beta at the moment and should be available soonly!

  • WIP in WIP, post your level screenshots!

    • sock
    • January 23, 2010 at 9:31 AM

    To the stars, a WIP area of my latest map project.

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1ez1.jpg]

  • WIP in WIP, post your level screenshots!

    • sock
    • January 11, 2010 at 10:48 PM

    I always feel awkward posting progress shots here because I get the impression this place is high poly heaven, but here goes on some progress stuff from a map I am still working on. The first image is a portal device which as you approach fades into a view a model of where you are going to teleport too. The second image is a close up of the portal with the model in full view which you can slightly rotate left and right by moving around the portal surface. What you see through the portal is based on locations of the map you can explore later, sort of a show and tease scenario.

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1el1.jpg]

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1el3.jpg]

  • WIP in WIP, post your level screenshots!

    • sock
    • November 10, 2009 at 11:22 AM

    A temple room with a portal device at one end and some more photo source texture work.

    [Blocked Image: http://www.simonoc.com/images/design/…f1dx3l_1024.jpg]

    Recently I created a new stone trim texture and loved it so much I decided to paint the whole room with it, but unfortunately forgot about the overall colour palette and ended up with a very mono styled look instead. So to change this I created a classic split red/white marble combo and here is a before and after shot with the changes, any thoughts? preferences? Would you add more colour? Are you a before or after person?

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • sock
    • October 31, 2009 at 7:47 PM

    Been busy replacing all the textures I previously used with high res photo source ones instead. (not cgtexture, my own)

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1dp1l_1024.jpg]

  • WIP in WIP, post your level screenshots!

    • sock
    • September 1, 2009 at 8:00 PM

    Sentura, it is for the Q3 engine, the player will spend most of their time above that teleporter pit. The map style is a Frankenstein castle/lab with large solid objects made mostly from stone, wood and metal and the odd bit of glass. The screenshots below show the room above the teleporter pit (my first screenshots) and an electric generator room you find later on:

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1bw5l.jpg]

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1av4l.jpg]

  • WIP in WIP, post your level screenshots!

    • sock
    • September 1, 2009 at 9:23 AM

    Some progress on my current map project.

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1bw3l.jpg]

    [Blocked Image: http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg]

  • Martin Badowsky - Level Designer

    • sock
    • August 27, 2009 at 11:53 PM

    @KungFuSqirrel, Ive been lurking here for some time, but I know martin personally and I wanted to poke/hint to him about doing his musing/comment thing again. I like to visit portfolio sites which offer more than just pretty pictures, you can find them anywhere on the internet. Which is why I liked the musing idea that martin told me about, bring it back!

  • Mark Edwards - Level Designer

    • sock
    • August 27, 2009 at 6:50 PM
    Quote from the0rthopaedicsurgeon

    Is it too simple? I'm thinking it might look too much like it was done in notepad in 15 minutes because of the minimalist style and colours, I'm also not sure if people can work out that clicking on the main screen for each map takes you to more info.

    It feels far too bright and the images are not connected to the page in anyway. You need some borders, a background, an image friendly colour scheme so you can place different screenshot styles on the same page. Also talk about yourself in some way, thoughts, musings, ideas, sketches, tell us why you created certain levels, why did creating them, what happening during, any problems, things you fixed, etc

  • Filip Coulianos - Level Designer

    • sock
    • August 27, 2009 at 6:42 PM
    Quote from coulianos

    The Budapest job didn't go to me though, most probably because of my small experience with Cryengine. One really has to know all engines to get a job these days, otherwise the company looks for a dude from their fan-community with years of experience with the tools instead . Ah well, that just means one never should stop learning new stuff!

    Not true, it is impossible to know all the different level design tool sets to a professional level and almost every company has their own variant of a toolset that they will want you to learn. You got to impress people with your design skills and how well you can fit into a new/current level design team. Your portfolio is very cool, I especially like the dev video's and your analysis of HL2 pacing. Keep looking you will find a job.

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