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  3. sethen

Posts by sethen

  • DE_Theos By Vinneri

    • sethen
    • March 31, 2014 at 5:16 AM

    Feedback from images: Detail/adjustment for eye detail ("NOT GAMEPLAY")


    1st image

    The new addition to the concrete is a nice addition giving it a more realistic feel compared to the solid "Tile texture" used before. The white building with the big heart one it. The roof texture could use some adjustment in terms of moving the texture down to match where the edge ends. Plus maybe add a little more overhang to the roof to give more detail.


    2nd image

    The roof with all the foliage on it seems a little repetitive.


    3rd image

    This is by far the best looking part of the map as of right now. Not much to see change excluding the addition of decals on the floor and or around the broken in concrete area.


    4th image

    Where the gravel connects to the concrete area, it seems to be black from the image. The concrete texture choice also seems a little plain, maybe change the texture to dirt or something "Again from image view, not sure what's behind the camera".


    5th image

    The floor could use some missing planks and decals. The roof above seems it could use some more detail or variation to keep it repetitive. ("Or an addition of a more room under construction feel i.e. de_vertigo").


    6th image

    The skylight could use a beam detailing the parameter of the edges of the skylight. The rooms feels a little to flat, add some more variant detail to the walls. ("Bumps, pillars, arches")


    7th image

    Seems alright from what I can see, just adjust the texture's by the stairs so they align properly.


    8th image

    roof texture on both buildings need some adjusting. Plus the foliage on the building with the flag decal could use more variation .


    9th image

    The displacement could use some more grass around the edges. Some props ("Crates, garbage") on the sides.


    10th image

    Additional detailing to stairs leading into building ("Rails added to sides or middle") as well as the roof needing additional work.


    11th image

    N/A


    Again these are just things that I would personally improve at the moment. Really nice work on the level, giving it a unique feel. Keep up the progress and hope to see some more additions to this level truly making it a masterpiece.

  • Nick Nugent - Level Designer

    • sethen
    • March 29, 2014 at 1:39 PM
    Quote from SuperDuperYeah

    Hey there Nick !


    Totally agree with what Warby said. Basically, with zero click I should be able to see concrete work (zero click = first page I see when the site loads). Also... just be sure to correct any easy spelling errors like "couter strike" (on the home page). In the mods section, I wanted to have a close look at your "contributions" but couldn't. The images are very small and there's no link to enlarge them. Usually you want to keep your audience (whoever that is... HR... other devs looking for possible employees) on your web page as much as possible. Couple of clicks in and I'm browsing through a lot of different websites... Game Banana... Moddb. The first thing I thought when clicking the banners was... "okay let's look at his explanations of his design decisions and map layout... oh what's this... a very colorful website... oh... not what I expected" and then I went back and didn't really looked at what was on that page. If you're looking for a job... just tell yourself people on the other end have very little time to look over stuff and get annoyed very quickly when they expect something and don't get it. The snappiest you are the better.


    Hope that helps (shish I wrote a freaking book o_o).


    Thank you for the lengthy feedback. I've been looking around the portfolio section to get some ideas about free website design sites. Which I then found weebly, so this will hopefully allow me to expand me content to a much broader scale in terms of displaying.

  • [DoDs] dod_kriegsmarine_beta1

    • sethen
    • March 28, 2014 at 4:16 PM

    Looks really interesting, I'll give it a go and give some feedback.

  • Nick Nugent - Level Designer

    • sethen
    • March 27, 2014 at 4:49 PM

    http://www.nick-nugent.com/


    I generally design community levels for Hammer SDK and various RTS based games. Please stop by my portfolio and tell me what you think.

  • ITT: Post maps/scenes that never saw the light of the day.

    • sethen
    • March 27, 2014 at 4:21 PM

    HL2 Contingency mod - This level was a newer version of the map that was lost due to Hammer SDK issues and finally a computer crash.

    [Blocked Image: http://i172.photobucket.com/albums/w9/Sethen1/NEW%20Work%20in%20progress/contingency_canals0002-3.jpg]

    HL2 mod Situation Outbreak - This was a brand new map centraled around an old farm house in the middle of nowhere. Plus fog added to blend zombies within environment.

    [Blocked Image: http://i172.photobucket.com/albums/w9/Sethen1/NEW%20Work%20in%20progress/so_sv_farmhouse0002.jpg]

    HL2 mod Situation Outbreak - Brand new map that I was working on and lost in a crash.

    [Blocked Image: http://i172.photobucket.com/albums/w9/Sethen1/NEW%20Work%20in%20progress/120001-1.jpg]

    CS:S zombie mod - Lost due to Hammer issues plus computer crash. ("Rat styled map")

    [Blocked Image: http://i172.photobucket.com/albums/w9/Sethen1/NEW%20Work%20in%20progress/zm_firewall_lebsroom_b10000.jpg]


    Sadly my computer and I haven't gotten along in the past three years. So usually now I try and save backups as much as I can. Usually my computer crashes about 6 times within 7 minutes of starting the PC via freezing and or just shutting off.

  • Jobye-Kyle Karmaker - Environment Artist

    • sethen
    • March 27, 2014 at 4:11 PM

    I love your art style, everything truly compliments one another.

  • WIP in WIP, post your level screenshots!

    • sethen
    • March 27, 2014 at 3:59 PM

    Some interesting ideas for the theme. I really like the displacement work/detail used in the second image with the broken in concrete. The first image could use some more variety of the props, plus the tile floor seems a little out of place for the concrete road. Just me I guess, but a nice sneak peak there sir. Looking forward to even more progress on the map.

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