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  3. selmitto

Posts by selmitto

  • Meet the Pyro / Valve Movie Maker

    • selmitto
    • July 10, 2012 at 10:38 PM
    Quote from Minos

    The new map is pretty underwhelming imo and feels like a rush job. The gameplay doesn't feel new or refreshing, it's just plr_hightower with cases instead of the payload train. The objective is also not very clear, the first time I got to the top of the rocket I didn't know I was supposed to jump to the tip of the rocket and just stayed there for well over a minute wondering why it took so long to win the map...

    i don't agree that much. In payload maps each team has his own target, so there are two targets in the level to be conquered in total. In Doomsday, there is only a single target (the "Austraaaalliummmm") and both teams have to fight for it. Also, the choke point is the same, so the action is a lot more enforced. In plr_hightower the pacing is a lot slower than in Doomsday as on the latter the target almost always changes the location (it is carried by a player, so it's actually a fast-moving target) while in hightower it's a slow moving target which moves in a predefined path (the trail).

    So, are you saying that we are supposed to jump on the tip of the rocket? Maaaan, so this must be the reason why I never won on that map! pff... I just stayed there on the platform fore some seconds before getting raped by rockets and sticky bombs.

  • Your favorite TV show's are.....??

    • selmitto
    • July 10, 2012 at 10:28 PM

    LOST

    The Office

    Community

    Adventure Time

    Big Bang Theory

    I won't say Game of Thrones because I'll only watch it after reading the books. It will take a while

  • WIP in WIP, post your level screenshots!

    • selmitto
    • July 7, 2012 at 9:58 PM
    Quote from Puddy

    My honest and first impression is the following: WTF is going on, why is the gameplay space so large (including the corridor from the start), is this puzzle really challenging or are you just being a dick? That's my impression from the image. I would not present the level in that way.

    Hmm, do you really think the gameplay space is that large? The room is actually smaller than the image makes it seem.

    The corridor is a bit long because when I was building the map in PeTI, the time length that the player needed to go from the start to the center of the level was the exact time for him to see a small event happening that I prepared at the end of the corridor.

    However, when I published the map and the engine added the elevator room before the level start, that time length became wrong. I may actually reduce the length of the corridor from the start.

    I'm not a dick, . All these arrows make it seem that I'm forcing the player to go through the same level space unnecessarily. In reality, there are vertical actions and others happening on the floor level (when looking on the top view, both are centered on the map and cause this arrow-festival). So, the puzzles are challenging and use the same space in different heights.

    Quote from Rick_D

    this is a terrible idea, why can't you just have a short youtube video

    I will definitely record a youtube video to show the gameplay and place it in my portfolio. This will facilitate understanding everything.

    Quote from Mr. Happy

    It doesn't look THAT complicated...might be..really hard to tell. Complexity isn't really a function of portal quantity. Types of mechanics, how they interact, how the playspace is organized and read, all are factors. For a portfolio you could do something fancy like an inplace slideshow going step by step.

    I will break down each step of the level in separate images. A slideshow may be a good way of presentation. Interesting! Great to note it.

  • WIP in WIP, post your level screenshots!

    • selmitto
    • July 6, 2012 at 9:18 PM

    I'm working on the map with the level flow of Competurn. I'll update my portfolio with it.

    Currently it is really crowded with arrows and the right place to shoot portals, all in one image.

    I'm thinking to include in my portfolio a single image for each step to present the flow in a clearer way, and to include an extra image with all arrows together (to have a better sense of flow in the map).

    ---> What do you guys think? How do you guys generally do this?

    -----> bonus question: do you think that this kind of thing is really necessary in a portfolio?

    Personally, I'd have Photoshop open and toggle each layer with each step to explain the level for the team. But, this wouldn't be possible in a portfolio (right?)

    (the white sketch on the center of the image is to remember myself to take an in-game screenshot and apply there to show an angle that the "top view" fails to show).

    I did not finish it yet. I'll finish this diagram this night.

    Here's a version with all the portals placed correctly: http://anselmo.gd/temp/img/WIP_competurn_levelflow.jpg

    And this one below shows only the arrows:

    [Blocked Image: http://anselmo.gd/temp/img/WIP_competurn_levelflow_.jpg]

  • Skype group

    • selmitto
    • July 6, 2012 at 2:33 AM

    It's quite dead, unfortunately.

    https://gamesurge.net/chat/

    Code
    /join #mapcore

    I'm with generalvivi: the Steam Group chat room could be a better way to chat. I will be there!

  • Mission Improbable WIP thread

    • selmitto
    • July 5, 2012 at 12:58 AM

    What a progress!!

    I love how the scene in the second image has evolved.

    What do you think of adding a "connector", a detail where the pipes contact the wall on the left?

    Here's a quick sketch:

    [Blocked Image: http://i.imgur.com/0uIV3.jpg]

  • Post Your Pic Extravaganza

    • selmitto
    • July 4, 2012 at 5:22 AM

    Ok, I guess it's my time to ruin the image you guys have of myself in your minds.

    Nowadays:

    [Blocked Image: http://i.imgur.com/oTzaY.jpg]

    Hanging out with some friends:

    [Blocked Image: http://i.imgur.com/7RZMx.jpg]

    And the gran finale: from one of the times that I had long hair (oldie pic):

    [Blocked Image: http://i.imgur.com/mDcCZ.gif]

  • Mission Improbable WIP thread

    • selmitto
    • July 3, 2012 at 11:43 PM
    Quote from Youme

    Sweeeeeet my new MoBo will be just in time. I can't wait to use a computer with a decent monitor (not super-ultra-mega dark) so I can admire this in all it's beauty!

    new MoBo?

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • July 3, 2012 at 3:06 PM

    thank you, guys!

    I just noticed that if I add the info on the headers, it wouldn't be necessary to have the headings that tell what was my role in each project ("Game Designer", "Game and Level Designer", etc). They take a loot of space and I'm not that happy with them.

    Quote from SamCom

    I like the added info, but it'd probably be better to have the title of the project on the top left, then the details on the right. That way it works with the natural left to right reading flow.Also, did you just hand code up some html for your site, or use something else? I like the layout, I'm thinking of switching mine from Carbonmade to something more like what you have set up.

    That's right, the reading flow would be a lot better that way. I'll remake those headers.

    I did the HTML by myself. I searched some sites/ portfolios to use as reference and took a look in their source code to learn how they did. I use FireBug (an extension for Firefox) which let me change the HTML and CSS and see the changes in real-time. This helps to save a lot of time when you are experimenting with your layout.

    I strongly recommend building your portfolio in a platform where you can edit and make that how you really want. I had carbonmade in the past but decided to make my own layout.

    Quote from Evert

    Adding info is good I guess, but you should really look at doing something else than havin those black splooches behind. Work with the textcolor or text outline or whatever instead.

    Thanks, I'll experiment and see what I can do with the colors to keep the added info readable. Maybe each added info will have a different text color depending on the overall color palette of the header (some info may be better in blue, other in pink...)

  • Happy birthdday Thiago Klafkeeee

    • selmitto
    • July 2, 2012 at 8:16 PM

    what is a thread? what is a birthday?

    ...birthread! mind blown

  • Post Your Pic Extravaganza

    • selmitto
    • July 2, 2012 at 6:53 PM

    is it The Hobbit crew?

    haha j/k, I'm not that tall too...

  • What have you watched recently?

    • selmitto
    • July 2, 2012 at 3:40 AM

    Watching the tv shows Community and Californication.

  • WIP in WIP, post your level screenshots!

    • selmitto
    • July 2, 2012 at 12:22 AM

    Woaah... I like these screenshots! especially the last two.

    I think you just forgot to modify a corner of a wall, which is really straight while the others are more similar to walls of caves:

    [Blocked Image: http://i.imgur.com/Z0ieB.jpg]

    I'd love to play these levels

  • Skype group

    • selmitto
    • July 1, 2012 at 6:11 AM

    I forgot the IRC address.. I just used that when mapCore was moving to the new servers.

    What's it? Do you remember, Minos?

    Hmm IMHO would not be weird. I used to chat with people that I didn't know IRL when I played MMORPG. Guild channel, always fun.

    We could talk anything related to game dev/ games in general...

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • June 30, 2012 at 3:20 AM

    Hey guys

    I am testing some versions of how to make the projects' headers of my portfolio more interesting.

    I tested adding an overlay with a brief info.

    This would remove the need of visitors click on the images to have the slightest knowledge of my projects.

    What do you guys think?

    > Left: new version (the test)

    > Right: the old version

    [Blocked Image: http://i.imgur.com/bqEiQ.jpg]

    Also, I'll be updating my portfolio with my Portal 2 levels (yay, Mapcore challenge) and new articles describing some of my design decisions.

  • Skype group

    • selmitto
    • June 29, 2012 at 6:02 PM

    hmm nothing?

  • Indie Game - The Movie

    • selmitto
    • June 29, 2012 at 6:02 PM

    Here's a great speech of a former Flashbang Studios member talking about interesting topics that really had to be said:

    - the extreme egocentrism of indie game developers

    - the unfair reasoning that blizzard, ea and other AAA studios suck, just because they are AAA

    - some more respect...

    -> https://dl.dropbox.com/u/173952/BenRuiz ... oapbox.mp3

  • Meet the Pyro / Valve Movie Maker

    • selmitto
    • June 29, 2012 at 3:29 AM
    Quote from SamCom

    The new Doomsday map/mode is pretty badass, a much faster paced capture the flag. It's interesting: you want to be a fast class to get the flag first, but then you have to be tough enough to take hits while you're standing on the platform waiting for it to go up. It keeps the scout from being the only optimum choice. And the delay at the opening means you don't necessarily have to sprint and be first at the flag, there's usually a duel in the flag zone, you can choose to avoid the flag area all together and ambush the other team if they grab the flag. It's worth jumping in just to check that mode out, I think.

    you nailed it. I couldn't agree more!

  • Meet the Pyro / Valve Movie Maker

    • selmitto
    • June 28, 2012 at 3:39 PM
    Quote from 3Dnj

    any chance we can make a mapcore play ?

  • Mission Improbable WIP thread

    • selmitto
    • June 28, 2012 at 1:43 AM

    Looking really great!

    Great job insta and rick!

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