Posts by Radu
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Never experienced VR, but I can't say that I have high hopes for this. Hopefully I'll be wrong just as I was about danger zone maps for csgo. Time will tell, but in the meantime, a half-life game?
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You guys like fullbright editor view? cause that's a big part of mapping too
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Quote from PaulH
41 minutes ago, PaulH said: Sure, it's still by no means a requirement for many places of work I would think, but definitely doesn't hurt to have working knowledge of it.
Your original question is of interest to me too. When I was learning I too used Hammer/Worldcraft and early versions of Unreal to create levels for things like HL2, Unreal Tournament and the SWAT series, but I found myself wondering recently what games people use to learn nowadays. Seems like CSGO is still an option, but what else...
FC5 Arcade is a good option to some degree. It's super limited, but accessible to most people. And you can make your typical open world location in it.
Scripting something in UE4 is also a viable choice.
I think Portal 2 is also relevant? I know some students in Sweden were using it for their portfolio.
You could probably get away with doing something purely just in Sketchup and presenting it like you would during a meeting.
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Quote from Tisky
5 minutes ago, Tisky said: Thank you, this helps alot! Im glad CS:GO works since i hopefully still know alot of hammer! Didn't know you were a fellow swede also ,@grapen

It works, but people want to see that you can also manage in a modern engine. That's why I recommend fc5 arcade. It's super basic and easy, but gives a good idea of what to expect from a full fledged editor.
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Quote from Tisky
15 hours ago, Tisky said: Thanks for the tips! I thought bsp was old school and everything was made by 3D models nowdays ?. I guess i gotta read up on how things work nowdays to begin with haha!
If you want to pursue Level Design, you need a portfolio with about 2-3 levels + documentation and be up to date with a few level and game design concepts. Also, given our current trends, you should have something that's multiplayer and open world in your portfolio. I mean, that last bit can vary depending on which studio you apply to, but you never know what games they have planned for the future.
What worked for me to get an ld job at Ubi was having one Wingman map for CS:GO and an open world map in FarCry 5 Arcade, properly documented (well, and prior 9 months of QA work). You can also look at @grapen's portfolio. He had one Wingman map and one Defuse/Bomb map for CS:GO, two FarCry 5 Arcade maps and one small UE4 greyboxed puzzle when he applied at Fatshark.
You don't need to stress about having a large sample of maps or know a lot of tools (other skills are bonus). What's important is to show that you have a solid understanding of design fundamentals, which will be challenged during the interview and ld test.
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But apparently the game ain't so bad, almost makes me want to pick it up to wash away that awful taste the film left
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What a fucking stinking pile of cringe shieet
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Update time! Mentioned a few noteworthy ones, but there's been several adjustments in all areas.
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CT spawn has a new small side area to give players a safer option when rotating. And the double doors entrance to A has been replaced with a more isolated entrance to give CTs playing mid some time to react should the site be taken by Terrorists. Last but not least, the site now has a second entrance through the fort tower that leads to a small upper section.
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The entrances to A site viewed from above. The site itself has also seen some minor tweaks to allow for better entry and move interesting plays between cover points.
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T side entry to A site has now been merged with the nearby arches and the platform has been lowered enough to allow for a single jump onto it. Timings have also been adjusted so that Terrorists arrive ahead of CTs and have some time to set up.
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The area ahead of B site has been further opened to allow Terrorists a longer angle into the choke point from the safety of the pillars. Additional cover as been added near the secondary platform to the left. Timings have also been adjusted for faster access than previous version.
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Terrorists Spawn is now more open and fluid and features two entry points that merge into mid.
The Radar:
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But is there Hurg?
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Quote from blackdog
2 hours ago, blackdog said: Colour coding is definitely a good thing in level design, great to try implement from draft.
What texture set you are using?
It's the default floor dev texture from Source SDK, but I made several variations of it using my desired colours.
Quote from JorisCeoen1 hour ago, JorisCeoen said: Could you specify what purpose color coding serves? I'm new to this term, hadn't heard of it before in Level Design... interested to hear what's it used for!
Colour coding implies that you assign certain colours to your game elements or areas to make them visually more easy to read. For instance, in many games, especially multiplayer ones, the AI factions will have a specific colour scheme to make them easily identifiable. The best example I can give is TF2 where you have your red/blue teams and specifically coloured map areas. However, in more asymmetric games like CS:GO, where the aim is for realism and the elements are not as black and white, you can use colours to make certain areas stand out from each other. I think some Call of Duty maps manage this well to some extent. Of course, you don't want to overwhelm the player with too much colour.
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Also, finally got my radar done properly
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