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Posts by coulianos

  • The Technodome (Hl2dm)

    • coulianos
    • October 21, 2009 at 10:57 AM

    Yes, i was very inspired with drift as i did the technodome... Until i added ww2 bunkers, bombs and other crazy stuff!

    I just added the energy cell and its socket.

    Just finished the energy cell and its socket. Its pretty much standard sci-fi. Its done old school; hand painted texture with only low poly model. No spec or normal so save filesize. The pic is just a screenshot from maya with fullbright.

    [Blocked Image: http://pici.se/pictures/dKdXoPOMP.jpg]

  • The Technodome (Hl2dm)

    • coulianos
    • October 17, 2009 at 10:03 PM

    Hello guys!

    Heres my current project; dm_technodome.

    Its a hl2dm level with custom gameplay mechanics and a few custom props.

    Gameplay:

    The Technodome has a gameplaymechanisc similar to Crossfire and Runoff, however with a slightly different touch.

    There are three Energy Cells placed around the map that players can pick up with the gravity gun and put into three sockets. When all sockets are full a door opens to the safe room and a bombraid starts. The bomb raid works as falling from the sky of the level and hits certain areas of the map randomly, so players have to watch out as they run to the safety room. The bomb raid ends with a nuke similar to runoff and crossfire, but players who managed to get into the safe room survives and score 5 frags. The energy cells can also be used to spawn the RPG and crossbow at two locations on the map and to block a path at one of the bunkers seen on the first image to get a tactical advantage.

    To help players know how many batteries are put into the sockets i implemented a HUD-element using env_screenoverlay. Here is a shot (you can see it in the upper left corner):

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/image6.jpg]

    Layout:

    The layout is similar to crossfire in an abstract sense; there is the main area which is very open and with lots of vertical shootin'. The second area is were players have to run through to get to the place were they put the batteries into the sockets (last image). This area is usually not very crowded. The level is quite small in size and is most fun with 4-6 players.

    Screens:

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/head_full.jpg]

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/image1.jpg]

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/image3.jpg]

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/image5.jpg]

    [Blocked Image: http://www.filip.coulianos.se/bilder/technodome/image2.jpg]

    The bomb you can see in the last image is made by Pontus "pomperi" Karlsson.

    I've been playtesting the level quite a lot the past 4 weeks and its really fun. I hope to release a beta you can try out soon. Please let me know what you think <3.

    Beta download:

    http://www.filip.coulianos.se/files/dm_ ... e_beta.rar

  • Ben Edney - Level Designer

    • coulianos
    • September 19, 2009 at 11:19 PM
    Quote from Algor

    It's pretty simple and effective, but almost too simple. Like someone suggested, you may just want to throw all your levels onto a single page. This way if someone doesn't happen to see those sections by the time they get to the bottom, they may think that's all there is.

    I actually missed the categories at first. However I found the categories the second time i had a look at the folio, so I strongly agree with your suggestion.

  • KF-CornerMarket

    • coulianos
    • September 15, 2009 at 9:01 AM

    Congrats for winning the price!

    However I would have made the sprites much more transparent.

  • Jonathan Sabella - Character Artist

    • coulianos
    • September 15, 2009 at 8:58 AM

    Other than what bl1tz said I have one remark.

    Why are the thumbnails of your work so small? You can barely see what they are. Its the images, your creations, that should take up most of the space in a portfolio! I think you should re-design your portfolio to put more focus on the content.

  • Peter Ryan aka TorQue[MoD]

    • coulianos
    • September 12, 2009 at 8:40 PM

    Hello Peter!

    Heres my feedback:

    I like the artistic design of your portfolio and your pick of colors and all that. Works good.

    My first impression is that you have got many different buttons in your menu that you can merge to create a more simple and cleaner look.

    You can for example merge "about" and "projects" into the very same page. Also what projects you are currently working on isn't that interesting if you don't have anything to show. Also, Contact and resumé can be merged to the same page as well. Regarding your about section you could cut a lot of the text and still deliver the same amount of information. Make the text shorter and more to the point.

    I'd also suggest your remove your tutorials section, at least until you have something interesting to show. The dialogue tree tutorial might be very useful to some, but not for an employer. The fact that the tutorial has lots of foul language and is a bit "childish", as you point out yourself, doesn't help very much either.

    I also noticed that the projects you display show that you are very good with shapes and interesting architecture, but none of the projects have very much in terms of lighting. It almost looks like youre rendering it in fullbright. So there's something you can work on.

  • Ryan Spinney - Level Designer

    • coulianos
    • September 3, 2009 at 5:14 PM

    Nice pictures, but thats also the fundamental problem I have with this portfolio. It doesn't tell anything about the design, It's just pretty pictures (however they're really pretty ). I would at least like to have say overview over the levels to make a judgement on the layouts. I like the website and its very easy to find things though, good job with that.

  • Adam Capone - Environment Artist

    • coulianos
    • September 3, 2009 at 7:30 AM

    Wow, really nice stuff Adam!

    I have no doubt in my mind you will do just fine with modelling, just be patient and you'll learn real quick. Judging from the portfolio you already know modelling pretty well .

    The only feedback I have is that it would be nice to have a more complete resumé and the "blog and work in progress" link was something i didn't find at first since i didn't expect there to be a link at the bottom right. But I guess theese things are a bit trivial..

  • Filip Coulianos - Level Designer

    • coulianos
    • August 31, 2009 at 8:14 PM

    Again thanks everyone!

    Minotauro:

    Thanks, but it was really a team effort. Both Pomperi and Nurb and others helped out alot with propmaking and feedback. We also had a pretty set art direction so the boulevard is by no means just me jammin' som polygons; there was a tight team behind it.

    Regarding releasing the levels open source i really dont know why people do that more, its not like there's any point in not doing it. Evil minded people who wishes to use your creations will find ways to steal the ideas/layouts/concepts anyway.

    Zacker:

    Yes, I totally agree that 7 minutes is a bit excessive. That video was actually the first one I did and I had a very hard time creating a below 10 minute presentation for a project that had been going on for 2,5 months in which i had learned so much and also written a 50 page report about.

    In the project 25 video I focused on having a video with the most important parts of the mod and then adding a narrative voice ,to that which ended up in a pretty long video with a couple of minutes where I don't even say anything.

    I later found that writing a script which had all the important things I wanted to say and then adding video that fitted to that script is much better when you want to communicate a message. It keeps things short, focused and interesting.

  • Filip Coulianos - Level Designer

    • coulianos
    • August 27, 2009 at 8:08 PM

    Thank for the support people .

    I don't grief that much about the job. It gives me more time to do some more personal projects I'd really would like to do before I get hired.

    Sock:

    If you are interested I just released an article about how i used it to create variation in gameplay mechanics and pacing when creating project 25. It's on my blog, or you can get it here:

    http://filip.coulianos.se/files/FilipCo ... pacing.pdf

  • Filip Coulianos - Level Designer

    • coulianos
    • August 27, 2009 at 5:20 PM

    Wow, thank you for the kind words!

    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!

  • Filip Coulianos - Level Designer

    • coulianos
    • August 26, 2009 at 12:39 PM

    Hi guys, here's my portfolio.

    Feedback on my work, or the portfolio, or both, is very much appreciated.

    I've also released articles under the blogs section, but i'm still working on making it more obvious theres some interesting stuff there as well. Suggestions to solve this is also very much appreciated.

    Thanks!

    http://www.filip.coulianos.se

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