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  2. Nexusdog

Posts by Nexusdog

  • Giving guest talk on Level Design

    • Nexusdog
    • November 28, 2014 at 6:22 AM

    Waiting intensifies

  • Giving guest talk on Level Design

    • Nexusdog
    • November 27, 2014 at 5:23 PM

    Congrats, Red. Looking forward to the debrief.

  • WIP in WIP, post your level screenshots!

    • Nexusdog
    • November 27, 2014 at 12:33 PM

    Just seen on Twitter, this was me. https://twitter.com/potch/status/537330272954359810?s=15


    [Blocked Image: https://pbs.twimg.com/media/B3T7CRoCAAAEWmC.png]

  • Giving guest talk on Level Design

    • Nexusdog
    • November 27, 2014 at 11:55 AM

    Kick ass like Arnold Schwarzenegger

    Astound them like Richard Feynman

    Come out like Arnard Feynmenegger


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  • Giving guest talk on Level Design

    • Nexusdog
    • November 26, 2014 at 12:34 PM

    Good luck RY, hope it goes well for you.

  • Giving guest talk on Level Design

    • Nexusdog
    • November 25, 2014 at 5:19 AM

    RedYager


    Just occurred to me, David Johnston's excellent blog on level design is something worth mentioning during lecture, the development of Dust2 and stuff is pretty much compulsory reading.


    http://www.johnsto.co.uk/blog

  • [CS:GO] de_whitmoore

    • Nexusdog
    • November 22, 2014 at 4:13 PM

    Well now, that's got some nice architecture in that pic. I did a bit of google fu & found some interesting stuff - may interest you, may be interesting? I didn't see many pics showing a variety of scenery or street layouts, though these were quite good.


    [Blocked Image: http://i.gyazo.com/1d34aed91903bd7670315edb40bef68b.png]


    [Blocked Image: http://i.gyazo.com/34fb953dfce557854bf3358fc5b7c17d.png]


    [Blocked Image: http://www.mightytraveliers.com/wp-content/uploads/2014/10/kleinseite-prag.jpg]


    [Blocked Image: http://www.geo.de/reisen/community/bild/regular/440128/Prager-Kneipe-auf-der-Kleinseite.jpg]


    [Blocked Image: http://cruise-prague.paluba.eu/wp-content/uploads/moldaufahrt-01.jpg]


    [Blocked Image: http://i.gyazo.com/6d9a2dd75b0dc4a483c477858aca056b.png]

  • Giving guest talk on Level Design

    • Nexusdog
    • November 22, 2014 at 12:05 PM

    As an aside, check out Richard Feynman lectures on Youtube, see how he did it perhaps?


    WWRFD? :)


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  • [CS:GO] de_whitmoore

    • Nexusdog
    • November 22, 2014 at 11:53 AM

    Hey mate, got a few questions for you - none are in any way critical of your work, just interested in how you plan & stuff.


    Caveat* (Needs more variety with vertical height on some of those buildings at some point)


    • What reference picture would you choose to best show what you want your map to look like?
    • Which map does your own currently play like, in general?
    • Which areas of your map are you excited about?
    • Which areas of your map have you struggled with?
    • Which maps were your inspiration for your project?

    Cheers mate, thanks for sharing & hope project goes well for you.

  • [CE3] Black Forest environment(WIP)

    • Nexusdog
    • November 21, 2014 at 11:03 AM

    Useful? Relevant?


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  • [CE3] Black Forest environment(WIP)

    • Nexusdog
    • November 21, 2014 at 10:52 AM

    I like it, but it looks like a lot of set pieces - how big is this, are there any pics of higher angles or wider panoramas?

  • Giving guest talk on Level Design

    • Nexusdog
    • November 19, 2014 at 6:34 AM

    I'm guessing the course deals with the technical side, using editors, tools & so on. How much deals with the creative side?


    If I were part of the audience, I'd be itching to know about stuff like:


    Where does the germ of inspiration come from?

    Do you see it visually in your minds eye?

    Does it come from previous sources, games, architecture etc?

    Does a source (i.e. architecture) dictate the design of a level?

    Is there a focal point/set piece/structure or specific shape which has a need to be created?

    Do game mechanics come into the creative process or is it purely a creative endeavor first, then tweak to fit the game?

    Give me lots of 'show' as well tell, feed my imagination!


    I'm insanely interested in the creative side rather than the technical, fascinated with the inspirations, source/reference material influence & the process of creating that idea.


    Good luck with the lecture, please keep us posted if you can, I'm interested in how this builds up to the talk & a post mortem if you can please?

  • The Mapcore Mod Team

    • Nexusdog
    • November 9, 2014 at 5:10 AM

    Putting this out there for consideration http://www.worldofleveldesign.com/categories/wol…ess-is-more.php


    The most appealing idea discussed so far for me has been Blue Shift - a dual project for Source & UE4 feels best course & suit expertise and talent.


    One thing I'd like to add though.


    There is a L4D2 mod by Rayman1103, called somewhat unsurprisingly 'Rayman1103's Mutation Mod' http://steamcommunity.com/sharedfiles/fi…text=rayman1103


    Buried among them is one called Co-op versus (CVS) . If you're not familiar with it, it allows you to play as you would survivors in regular L4D2, but also as infected like in versus. Each map is played twice, the intention is swapping teams after each is played. However, you don't need 8 players and can set up your own server with friends to play thus avoiding the messiness of the hoi polloi. You can opt to play as survivors, split the teams 2/2 or as SI. As survivors, the mod plays something between advanced & expert, a lot faster with a little less damage from the infected, but a faster respawn rate for SI to make up the difference. Playing as SI is a gleeful exercise in tormenting survivor bots as they make their way to the safe room.


    It may not be for everyone, but my friends & I have come to play CVS as SI more than regular L4D2. Our option is to play with no tanks as we found it too easy to kill the survivors & also the rest of the team basically watch. Either way, if you can try it with some mates I suggest you stick with it and see how it feels. I suggest No Mercy as a go to campaign or Dark Parish to see how it plays on a modded campaign. Would love to know what people thought of it though, good or bad.


    The point is, as an alternative to making a regular campaign for survivors, is a CVS campaign an option potentially worth considering?

  • The Mapcore Mod Team

    • Nexusdog
    • November 9, 2014 at 4:39 AM
    Quote from SpronyvanJohnson

    I have no desire to forgot about the shared doc and what we've been up too. However, I see that it's driving Source people away and Source is strong here. I would love to keep those people involved as well. So I was wondering, we have Black Mesa and there have been several attempts at recreating Opposing Force (with one still in the works) but no one every tried to recreate Blue Shift (as far as I know). If I'm not mistaken modders are allowed to use the assets created by the Black Mesa team. Blue Shift isn't that big (but still loads of work) but we are not obligated to do the entire thing. There would be no discussion about setting, story, etc. It would be a great way for the Source crowd to shine. We could assign a chapter or part of a chapter to mapper and people could work on their own (as recommended earlier). I think it's a win win situation. What do you guys think?


    I there is enough interest I'll split it into a separate topic - doc.


    If there's enough talent & interest, how about Blue Shift for Source & UE4?

  • [CS:GO] de_dhaka WIP name

    • Nexusdog
    • November 9, 2014 at 3:34 AM

    The spacing on those arches on the upper floor are going to drive my OCD insane.

    [Blocked Image: http://static.mapcore.org/uploads/monthly_11_2014/post-31157-0-24969400-1415488810.jpg]

  • [cs:go]de_twinstar

    • Nexusdog
    • November 8, 2014 at 10:26 AM

    Just had a quick match against bots and really enjoyed it, interesting layout, feels good, looking forward to further development.

  • de_stupa

    • Nexusdog
    • November 7, 2014 at 6:07 PM

    Are you familiar with the Tiger's Nest Monastery? Perhaps this may help - do you have any ref pics yourself? http://en.wikipedia.org/wiki/Paro_Taktsang


    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/1/14/Taktshang_edit.jpg]

  • de_stupa

    • Nexusdog
    • November 6, 2014 at 7:17 PM
    Quote from jackophant

    I've been away from my map for too long, a mixture of things, but mainly living arrangements and moving. But ever since I was happy with the game play a lot of my interest has dropped in this map


    How can I get that spark back? I was thinking... would sketching over screenshots work well?


    I really want to get this finished, but I think I might just be being too precious with it...


    Hey Jack, just want to add some support for your project. Hope you re-ignite that spark, this is a great theme & really interested in seeing this develop.

  • References Thread

    • Nexusdog
    • November 6, 2014 at 7:05 AM

    South of France, 2010


    More here http://imgur.com/a/sYoZp


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


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


    [Blocked Image: http://i.imgur.com/tGG3H9E.jpg]

  • dod_donner for cs go need help

    • Nexusdog
    • November 5, 2014 at 6:42 PM

    Wow, that's some attitude.

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