I've picked up some freelance work recently so this project has been put on hold. I will be back once Christmas is over
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Posts by Z3LCIAH
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I may aswell start my own thread too and start documenting my progress. Appreciate all and any feedback. Most of this is experimenting right now, such as the arches which i'm still learning how to do in the most proficient way so expect to see a few variations.
Layout:
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This is what i have so far with the layout, rather than planning the layout before hand i jumped straight into hammer and experimented a little first until i got a better idea of what i felt worked well, from here i'm now going back to the drawing board and adapting and improving. I'm currently working on bomb site A and working my way round.
Theme, Time etc:
Obviously set in Bruges, initially i wanted it to be set at night as Bruge in the night looks unbelievably nice, but this could cause CT skins blending in too much. I'm still open to the idea but that'll be something to think about in the end. For now though, i've settled with sunny spring.
I also want the canals to play a big part in the level as along with the architecture there a big icon.
References:
Good old Google maps to the rescue!.
Screenshots:
T Spawn:
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I'm keeping up with it, i quite like it actually but it's not on the same level as an AMC drama.
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Looks pretty cool, anyone with trypophobia will be freaked out!
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Quote from 0kelvin
Theme Hospital 2!
God yes.
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Ah I haven't played a mini game server in a long time. One thing I really dislike about MG maps is they're often very minimalistic and crudely done. If you spend the time detailing and polishing you'd have a mg map that stands out. Good luck with your project!
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Watched Four Lions last night, RUBBER DINGHY RAPPIDS BRO!
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I've sunk alot of hours into NFS Rivals and i thought the handling was pretty good. Undercover and The Run has alot of issues though.
As for newest Most Wanted i really didn't understand the concept at all, All the exotic cars are just littered around the streets that you can hop into at any time, it lacked a sense of reward. Forza has always been reliable, aswell as Grid.
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Still playing Destiny, Still shouting at Destiny.
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+1 for NFS Underground 3, by far the best series they've done. NFS Rivals is really good too, so i'd love to see Underground with a similar set up.
- Legacy of Kain (with it's 10 cancelled sequels)
- C-12 Final Resistance
- Shadow Man
- State of Emergency
- Hogs of War
I'd like to see a Hellraiser game too, maybe.
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Nicely Done!, reminds me a little of Shadow Complex.
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Level Design
World Of Level Designlevel-design.org - Knowledge Base
Interlopers.net
Guiding The Player's EyeLevel Design Inspiration Machine (Tumblr gallery)
Composition in Level Design (Gamasutra version)
Game Design
pixelprospector.com (Big List of Game Design Articles)The Designers Notebook (Lots of articles by Ernest W. Adams)
User Interface Design
gameui.tumblr.com
hudsandguis.comDeveloper Diaries
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Working on my first CSGO map, based in Bruges, Belgium. Just playing around and experimenting so far, nothing fancy yet.
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Great reply Paul, very helpful!.
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I've updated my portfolio with some more content. (Torque racing HUD & Other Worldly Wizardry).
Other Worldly Wizardry is still being developed but i felt it's at a good point to demonstrate the game mechanics in which i can receive feedback from.
Regarding any HUD/UI work, do you think it's best to either group all that work together under one category or separate them just as i am doing?. I wouldn't want the first page to look too cluttered.
- University is comming to an end now, just got a few more weeks left so it's time for me to get my portfolio together and better organised before i can venture into the big bad world!.
Appreciate the feedback!.
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Quote from PaulH
Yeah the Journeyman bit sounds new, we did the advanced game dev project in the final year though. My time at Teesside was good, even if I spent a lot of the last 2 years locked away working on both uni work and portfolio pieces
Good luck with Expotees, we did that too, was a good chance to speak to people from some of the local development studios...if you get to that stage it's worth taking e-mail addresses from various studios and forwarding on your portfolio for them to check out, so make sure it's all updated by that point (and mark anything on it as 'in progress' if it doesn't yet exist)Your final project looks interesting, update it when you're further along, will be interesting to see how it turns out

I've recently started a thread showing off the updates of my FYP here:
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Thanks for the feedback guys, i took what you said into consideration and spent the past 2 days re-working the lights and also redone the grass/overgrowth as a few people including yourselves mentioned it was a little too hectic. With the new open space i went round and added some puddles so that area looks just that little bit nicer i think. I've also added a simple main menu and some flags that animate as the wind particle effect alone wasn't having the impact i was going for.
I still have a week left to play around with the lights and appearance of the level so if there's any more feedback i'd really appreciate it!.
(The lightning effect was made to appear alot more quickly for this video, i wanted to show it off on the main menu rather than waiting around)External Content www.youtube.comContent 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.High-Res images here: https://www.dropbox.com/sh/vh8vww76154gpi3/cab4eWx6BV
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Hey there,
Thought i'd post up my final year project i'm working on, i'm a student at Teesside University and closing in on my deadline (3 weeks to be exact) i'd like to get some feedback so i can make some changes in my final weeks.About:
My project is a 'speed-shooter' inspired by 'The Club' in which I've challenged myself to create a fun, repayable level using assets provided with UDK and relying on only visual scripting & flash to implement all features and mechanics. At the start of the project i stated i wanted a big arcade feel to the game as this would work well with the replay ability factor.
The game play is essentially a wave shooter that gives the player 4 minutes to kill as many bots as they possibly can whilst increasing there high score along the way. Killing bots in quick succession grants the player a multiplier bonus, if they player doesn't kill a bot within that time slot the multiplier is lost. I've spent along time developing this game, a lot of which was spent on researching the game type and how certain mechanics can be implemented but i'm very happy with how the game has came together, albeit there is room for improvement which is why i'd like to get some feedback from you guys.
Map:
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There's 6 enemy spawn points in the map that all patrol there own designed areas, there's plenty of cover in the map so player can bop in and out of. The player can use the full map for cover as well the cover shown above.
Features:
- AI: Enemies patrol a designated area searching for the player, when the player is in sight they crouch behind cover. When hit they have a chance to move to a new cover node or stay behind the one the are currently at.
- Multiplier Scoring: Killing enemies quickly enables a score multiplier, the max multiplier is 5. Not killing enemies quickly loses the score multiplier.
- Sprinting & Stamina: Pressing 'Q' the player can sprint and must wait for the stamina to regenerate before using it again.
- Highscores: At the end of the round or when the player is killed, they are presented with their scores for that round.
- Active Reload: Reloading at the right time awards the player with extra ammunition.
- Ranked Kills: Each kill is rated and presented to the player.
- Wave Counter: Each wave displays the wave number and how many bots are present, killing a bot removes a bot from the counter.
Gameplay Video:
(Note: This video is out of date by 1 week, as i can't record gameplay at home. The minimap always won't be in the final build)External Content www.youtube.comContent 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.Atmosphere Video:
This is a newer recorded after i added in some over-growth and lightning effects.
External Content www.youtube.comContent 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.Screenshots:
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I have alot of lighting work todo so any pointers and feedback would be greatly appreciated!.