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Posts by Castle

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 25, 2014 at 6:49 AM
    Quote from mr.P

    watched it, nice

    i wouldnt mind if you put 'em all in the same thread in the 3d-forum, will make it easier for people to watch, and you can just edit your 1st post to have all the video-blogs listed, perhaps with a little description what each episode contains,


    I would like to do this once i get my next video uploaded actually

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 12, 2014 at 8:43 PM
    Quote from holiestcows

    What program do you use to record hammer?


    Its called Open Broadcast Software or OBS

    Its pretty effective for the most part but when working with UE4 I notice some slow downs.

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 12, 2014 at 8:20 PM

    Here is the latest video for my TF2 CTF level


    Episode 11 of Castle Does, TF2 CTF_TheDamned_b3

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    I will begin putting my videos on this thread rather than make new threads as I plan to be making A LOT of these videos and I dont want to spam.

  • Doom (4)

    • Castle
    • June 12, 2014 at 5:27 AM

    I'm going to go ahead and say it, I know this might be a bad thing to do and may haunt me, megatextures are the worst possible feature in the history 3D engines. Not only is it the worst feature but it was also shoe horned into the worst possible environments to support the feature making it even more terrible. Ok done. off my chest now...


    I want to see how they go about building the new Doom as I feel really passionate about this topic. I feel like old school design has gotten a bad rap when it is absolutely viable and fun with solid level design. I see zero excuses for them to not pull this off IMHO.

  • Quixel Suite Open Beta

    • Castle
    • June 10, 2014 at 9:32 PM

    This looks really cool and I want to learn more!!

  • The making of Canyon Of The Dead for No Rest For The Living.

    • Castle
    • June 10, 2014 at 2:25 AM

    Hey guys!


    Ok here is the second video for my making of segments. I want to just start actually designing a new level but with my having to leave so soon I just cant do it right now.

    I am also going to be practicing the art of keeping my videos around 15 minutes making this video have two parts.


    This is part one.

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    And here is Part 02

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    Enjoy!

  • [LFW PAID] Russell Castle Meakim - Level Designer

    • Castle
    • June 8, 2014 at 6:44 AM

    Skillsets: Senior Level Designer with 12+ years demonstrated experience more than 10 professional, shipped titles.

    Game Design
    Level Design
    Scripting C++ and Visual styles (Blueprints)
    Environment Art
    Project Management

    3DS Max
    Unreal 4, Unreal 3
    GTKRadiant, CODRadiant, Id Studio
    Hammer, WorldCraft
    Tes Construction Set / The Geck

    Current Work:
    Unreal Tournament 4
    [email='%7Boption%7D'][email protected][/email]
    Skype: zZCastleZz

    Additional Information:

    My Rates are $40.00 per hour with an option to use a flat $600 per week.
    However! If you contact me before July 1st you can hire me for almost half price! That's $25.00 per hour or a flat $400.00 per week. Limited time only!
    I prefer to stay equal to or below 40 hour work weeks per client.
    Highly comfortable in a team environment.
    Able to work online.
        
    **Important Note: Cannot start work until July 1st**

    All types of Comments and feedback are welcome!

  • Open positions at Rebellion

    • Castle
    • June 8, 2014 at 5:45 AM

    That design position looks really good! *crosses fingers*

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 7, 2014 at 7:27 PM
    Quote from Hipshot


    Your level looks amazing man!!


    As far as the movement I can tell you it already feels roughly the same as UT3. Quake 3 is better in terms of game play mainly because its so boiled down, every weapon is a clearly defined archetype. UT has always been all over the place making every gun roughly equal and encompassing multiple archetypes. However on the highest level an observation I am having with top end competitive play is that Quake 3 is actually too boiled down to be an ideal competitive platform anymore. The reason is that top end players dont miss anymore. Combine this with hit scan weapons and ...

    Its like basket ball where every player can shoot hoops from any place on the floor. The community has out grown the older Arena shooters.


    Heh, I see it the other way around and better players hit worse players all the time, not those that are as good =) Even with slimmed down weapon and movement features.


    I agree fully that the gaming community has grown out of arena shooters, that's also the reason why UT4 is a mod-based development and not a AAA-title, Epic knows that it won't sell like Uncharted or Watchdogs, not even with the best marketing.


    Yes! The skill cap in Quake 3 is amazingly high thus it can often create the feeling that hitscan weapons result in one sided matches even though it was really due to skill.


    The thing is though, it now seems to be a paradigm across all modern arena shooters to not allow hit scan weapons. And many times even while talking to the same people who were for a standard shotgun spread in CPMA I have been told that they wished to experiment with giving RG a cone. (This was many years ago.) When I watch modern 1 vs 1 matches these days both players have roughly equal skill in aim if you look at their statistics while the determining factor to who wins the match is through movement and tactics. I think a lot of this tends to be due to the nature of hit scan weapons. What do you think about this?

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 7, 2014 at 4:17 AM
    Quote from Hipshot

    My issue with Unreal has always been the core movement and I know they won't change that. Vanilla Q3 had a shitty art direction when it came out, UT was so much cooler. But unless they skip that shady dodge and double jump system I will always think Quake is superior in gameplay, even if modes like Assault are really really fun and I wish Q3 had a similar mode!


    Your level looks amazing man!!


    As far as the movement I can tell you it already feels roughly the same as UT3. Quake 3 is better in terms of game play mainly because its so boiled down, every weapon is a clearly defined archetype. UT has always been all over the place making every gun roughly equal and encompassing multiple archetypes. However on the highest level an observation I am having with top end competitive play is that Quake 3 is actually too boiled down to be an ideal competitive platform anymore. The reason is that top end players dont miss anymore. Combine this with hit scan weapons and ...

    Its like basket ball where every player can shoot hoops from any place on the floor. The community has out grown the older Arena shooters.

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 6, 2014 at 9:23 PM
    Quote from Hipshot

    Great vid, it's really nice to see fast DM and TDM levels being created these days, I'm actually starting to look forward to the new Unreal. A good and even 1v1 match is also the ultimate experience. before skydiving or whatnot.


    I like it a lot myself. I feel like UT4 is a chance at a modern Arena shooter to really shine. The completely new development model is amazing, the tech is amazing, what can be done is limitless. But most of all I think its a great time to branch off oldschool FPS design and make a new modern counterpart. Single player that involves figuring out levels and collecting keys with hand placed monsters combined with fast paced arena multiplayer.


    I want to design a mod that brings back Doom 2 style game play. XD

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 6, 2014 at 4:06 AM

    Not sure if this should be its own thread but Here is the video of me making the level.

    You can download and play the level here

    https://drive.google.com/file/d/0B-2YIX…dit?usp=sharing


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  • WIP in WIP, post your level screenshots!

    • Castle
    • June 5, 2014 at 5:59 AM
    Quote from FMPONE

    That's what a beast this guy is! Seriously, I'm loving these update shots dude. It's fantastic. My critique would be that this looks like a nice, fairly generic "under" layer. I now want to see you take it in a new, interesting direction with a "twist" which would go over your sci-fi hexagon kind of style. I'm thinking nature (overgrowth) + hexagons, or holo screens and girders + hexagons, something + the hexagon foundation to really bring it all to life and to it together into something unique.

    I'm curious to hear if you had any of that in mind thematically, what your gameplan is. Keep up the great work.


    Well the plan has been to find something that is next gen looking but isn't too over the top like UT3s art style. If you take a solid look at UT3 Low poly level designs you see a much better representation of level design in terms of game play. However the graphics end up taking a back seat and you end up with a next generation engine running what looks like old school level design.


    For example: PlayForGG's UT3 map.

    [Blocked Image: https://www.mediafire.com/convkey/4c15/52b3u0h6wekqmwefg.jpg]


    It looks great right? But it also looks like it could have easily looked roughly the same in UT2004. Which is fine, but what should a PC centric next generation FPS look like? How can we make something that appeases the PC master race of tomorrow while not making every area a blurry visually confusing headache?


    Finding this balance has been a giant mind battle for me for years. If you make a level that is designed around pure game play you end up holding back on the visuals and if you make something that goes balls out on visuals you end up hurting the game play. For the most part UT3 tended to do the latter.


    The answer to this dilemma, I think, is to try and make an arena that looks as though it was constructed for the sole purpose of deathmatch like a Portal test chamber. The portal test chambers are visually impressive and they explain the strange game play centric geometry choices while not stepping outside of reality. You find a balance where you can try for fully realistic visuals while having the oddly shaped rooms and hallways an arena shooter often requires.


    So my plans for UT4-1on1-Chamber has been to embrace this idea that it is a artificial construction like a Portal test chamber. I love the idea of hanging vegetation. I haven't really thought enough about how generic this will end up looking if i am not careful! that's is definitely something to keep in mind. I am planning to put stadium seating around the outside as well as a dome ceiling. I have considered hanging TV screens and a set of arching power grid nodes.


    I will likely be thinking about how I want to move forward as I am about to take a 1460 mile trip very soon and I wont be near a PC for awhile xD

  • Open Positions at DICE

    • Castle
    • June 3, 2014 at 9:49 PM

    Level artist hmm

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 3, 2014 at 5:57 AM

    Hope this isn't too many. Its the blockmesh and art phase of my UT4 map. Its almost ready for release this week so I can get feedback.


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  • WIP in WIP, post your level screenshots!

    • Castle
    • June 2, 2014 at 9:28 PM
    Quote from BJA

    Must be because of those doorways but it has a nice Quake 3 vibe which is not a bad thing at all


    I think its ultimately engrained in my mapping style from my quake 3 mapping days.

  • WIP in WIP, post your level screenshots!

    • Castle
    • June 1, 2014 at 3:03 AM
    Quote from 0kelvin

    Morbias III for UT and Unreal 1. Changing the lighting and architecture inside the lift rooms. Got rid of the grey pipes attached for no reason on the walls.


    [Blocked Image: http://s20.postimg.org/gaojz6fgp/shot1_v1_1.jpg] [Blocked Image: http://s20.postimg.org/q9e3zeea1/shot2_v1_1.jpg] [Blocked Image: http://s20.postimg.org/kvaqe3z61/shot3_v1_1.jpg]


    Woah Unreal 1 and UT level??

  • WIP in WIP, post your level screenshots!

    • Castle
    • May 30, 2014 at 9:57 AM

    Getting a rough art pass in place on my UT4 level layout. The goal is to make something akin to a portal test chamber but detailed enough to take advantage of the engine.


    [Blocked Image: http://i.imgur.com/EaK43sK.jpg]

    [Blocked Image: http://i.imgur.com/wa9oVGC.jpg]

    [Blocked Image: http://i.imgur.com/7a5NKAr.jpg]

    [Blocked Image: http://i.imgur.com/U5WB5gd.jpg]

  • Generalvivi's - Prototypes and Polygons (now with vr)

    • Castle
    • May 26, 2014 at 5:18 AM
    Quote from generalvivi

    Ah cool


    The canister itself is just a temporary art asset that will eventually be replaced by an "organic sack". Should end up looking really nice and disgusting!


    AH I see, that would make it look strange being attached to a machine lol

  • The making of The Earth Base for No Rest For The Living.

    • Castle
    • May 26, 2014 at 3:33 AM
    Quote from UnknownPredator

    Thank you for posting! I really enjoyed the video and really liked the amount of detail and thought you put into this.


    Thank you! I want to keep doing more of these videos.


    Quote from SotaPoika

    I always wanted to do some level stuff for Brutal Doom, but I don't know how to set up things to work.


    This is a fear I have for when it comes time for me to make a new Brutal Doom level based on the GZDoom engine. What I might do is ask for permission to include everything needed to play the map in one download. I imagine it might be unfair to the authors of GZDoom and Brutal doom to do it this way but its just a tiny bit too complicated for my tastes to expect people to just know how to get everything working properly. At this point I am just thinking out loud a bit.

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