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Posts by Castle

  • Games W.I.P Thread

    • Castle
    • February 24, 2015 at 3:32 AM

    Its now playable! Week 5 you will see some actual level design work in place.


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  • Treyarch is looking for a Multiplayer Level Designer - Santa Monica, CA

    • Castle
    • February 19, 2015 at 1:45 AM
    Quote from zastels

    I'm applying this instant! I've always loved CoD maps and their design! Treyarch certainly raises their own bar with every iteration.


    Edit: I've applied!


    Actually, my general feeling is that they have lost touch on a lot of important things like choke points and proper flow. I still feel that COD4 had some of the best COD level designs. They weren't afraid to be methodical about how they built the flow of the levels.


    edit: Also good luck!

  • Treyarch is looking for a Multiplayer Level Designer - Santa Monica, CA

    • Castle
    • February 18, 2015 at 5:38 PM

    hmm dat COD design. hehe

  • Games W.I.P Thread

    • Castle
    • February 17, 2015 at 11:12 PM
    Quote from Sjonsson

    Interesting, so it will revolve a bit around map control vs item farming the same way Quake does it? Sounds exciting!

    I like how precise the guns look, hard to judge without actually playing but anyway!

    How long you've been working on this?


    This is week 4 right now.

  • Games W.I.P Thread

    • Castle
    • February 14, 2015 at 2:31 AM

    At this rate, I will be posting screenshots of levels I am making for a FPS I am making.


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    First level I have in mind will be the a futuristic rooftop of a highrise tower.

  • Creative Assembly - Multiple positions, Console team

    • Castle
    • January 30, 2015 at 3:22 AM

    Lead position is good and all but why must they all be for console games? I only play PC anymore!

  • 1xLevel design position

    • Castle
    • January 30, 2015 at 3:19 AM

    I can build that game in UE4 in less than one day. Art included LMAO


    edit: The guy would look like a blue person though. Thats the catch.

  • Question about levels and old school level designers.

    • Castle
    • January 23, 2015 at 11:38 AM
    Quote from jackophant

    EDIT: I guess sometimes you have something like a crocodile which fills it's niche so well it doesn't need to change much at all over millions of years. Relatively speaking I would equate that to Q3/QL


    We have some serious crocodiles going on in a lot of these shooters, some of them span multiple games. XD

  • Question about levels and old school level designers.

    • Castle
    • January 23, 2015 at 1:40 AM
    Quote from jackophant

    Is it really that strange? You make something for a game, game is made and published, thing continues to exist.


    It's like a piece of art that changes slightly over time for each new generation... Or a piece of code that must be updated when the original author has since moved on... Or a road that is laid down and over many years it is patched up and resurfaced.


    Or even a weapon that is made... Look at the original AK-47 and it's father Mikhail Kalashnikov. He made an original design back in 1946 and it just keeps going, most of the modern versions of the AK are variants of the original design, improved with newer materials.


    I would say it's the same for a lot of things in life. Most of what we make will outlast us.


    Am I maybe missing the point?

    Display More


    Nah, you're right on the money in those examples. But the question is, in this day and age, should it really be that way?

  • Question about levels and old school level designers.

    • Castle
    • January 22, 2015 at 2:52 AM

    I had a strange thought lately and decided it would be something interesting to ask. We know that over the years many level designers from the old school scene have dropped off. Either promoted or unable to find level design work or simply moved on to something else. But one of the things that has been nagging at me lately is the thought that there are levels that these people have created that are still played to this day.


    How many level designers do you know of that no longer make levels but their levels are still played regularly to this day?


    Isn't it a strange thought that the maps are out there providing value yet the original authors could be destitute for all we know. Its not crazy of a concept to see this happen honestly. Imagine if the levels we designed worked in the same way as YouTube how this would change things. There are old schoolers out there right now who would likely be millionaires if this were the case. Yet I couldn't tell you honestly how well off some of the greatest level authors have fared over the years.


    What are your thoughts on this?

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 19, 2015 at 3:10 AM

    Its 4vs4 round based CTF with no respawning until the round is over.


    Visit for more info:.

    https://forums.unrealtournament.com/showthread.php…-idea-Arena-CTF


    http://youtu.be/6JK0fzsaKv4

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  • WIP in WIP, post your level screenshots!

    • Castle
    • January 9, 2015 at 8:51 AM
    Quote from Bl1tz

    Looks good, but for some reason the slope on those 1:1 staircases is bugging me. I'm sure they must work fine but the aesthetic doesn't look right...too steep. Otherwise looks like it's shaping up nicely


    Yeah this has been mentioned a couple of times, I will rework the 45 degree ramps in the next version for sure.

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 6, 2015 at 12:44 AM

    SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail.

    Download from Tsu.
    http://%7boption%7d

    (I am vainly attempting to make Tsu my home blog and content center for stuff I do.)

    Video:


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    Screen Shots:
    [Blocked Image: http://i.imgur.com/yHVXHNK.jpg]
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  • WIP in WIP, post your level screenshots!

    • Castle
    • January 3, 2015 at 12:24 PM

    Further progress on my UT4 stuff


    https://www.tsu.co/zZCastleZz/23622853

    [Blocked Image: http://i.imgur.com/pl1dVzG.jpg][Blocked Image: http://i.imgur.com/aAPggQY.jpg][Blocked Image: http://i.imgur.com/GclqRDp.jpg]

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 2, 2015 at 5:46 AM

    Minecraft building within UT4 anyone?


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    External Content www.youtube.com
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    [Blocked Image: http://i.imgur.com/2pBX747.jpg][Blocked Image: http://i.imgur.com/bJzsZSC.jpg][Blocked Image: http://i.imgur.com/FXAqNDA.jpg][Blocked Image: http://i.imgur.com/9D8keYW.jpg][Blocked Image: http://i.imgur.com/4OcIQxy.jpg][Blocked Image: http://i.imgur.com/lFXGEXD.jpg]

  • Making of's

    • Castle
    • December 24, 2014 at 8:45 AM

    I am in the process right now of a making of actually. You are able to see everything I am doing in the addition of a completely new super complex cave system in the world of a game I am working on. Here is where the new project begins. I will have a new episode out every day.


    http://youtu.be/AONoJC91d6Q?li…6SQlbRuorDjM1Ey


    Its a massive undertaking and I am in full on crunch mode to get it in place! New video every day at 6:00 PM EST.

  • Making of's

    • Castle
    • December 20, 2014 at 10:58 PM

    My YouTube channel is dedicated to this kind of content though its not all focused on just one specific toolset, game or engine.

  • Generic 3D Level Editor v0.2

    • Castle
    • December 17, 2014 at 7:38 AM

    so I have been inspired to do a conglomeration of all of my thoughts on this topic as one of my episode of my Engine Wars series. It talks about Why Reflex is a big deal and also dismisses the general criticisms I often hear about multiplayer editing tools. On that note keep in mind that my points made on the topic are not directly aimed at anyone in specific as I have had similar discussions with various different people over the years. This is something that goes all the way back to the late 90s when the only forum I frequented was Quake 3 world. So my tone on this topic has had plenty of time to sour lol.


    http://youtu.be/QKUvz3HRshU?li…42EWnD9xSFD1Y8q


    With that said, I am strongly considering the idea of doing reviews of new tool sets that people are making as I have been seeing more than a few lately.

  • Reflex

    • Castle
    • December 15, 2014 at 3:17 AM

    The fact that it is based around CPMA is a huge strength. I dont really view the fact that Reflex has strong roots with Quake 3 Arena as negative either, the truth is that Quake 3 isn't properly filling in this particular space as its very old. its possible I would change my stance if Id stood up one day and decided to actually make Quake 5 with a new engine, but lets face it, they dont know how to make Quake 5 and if they did it would have happened a long time ago.


    So with that said, Quakes core element is that its an arena shooter with very strong archetypal weapon balance which makes it unique from Unreal 4. In a way quakes balance on this front is the most pure in terms of play style than any other FPS right now. If Id cant carry the torch anymore then someone else needs to do it, otherwise, nobody will.


    So lets hold off on criticizing Reflex for being a Quake 3 clone.

  • Street Fighter V

    • Castle
    • December 15, 2014 at 2:49 AM

    Its not a contradiction of PC is not technically considered a viable platform.

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