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  2. Nicky_Da_B

Posts by Nicky_Da_B

  • [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)

    • Nicky_Da_B
    • March 9, 2020 at 5:07 PM

    Started texturing

      2 custom textures. Based from republic commando, brought into photoshop

      Had some issues with the sun… light env

      Spent too much time trying to debug it

      I wanted non “full bright” to get a better screenshot with the new textures….

        Eh, prob not worth the time at this stage


  • [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)

    • Nicky_Da_B
    • March 6, 2020 at 8:03 PM

    I did some work on the "grey box" stage. Blocked out some important areas, then worked on getting the game into a minimum playable state. Side note, for your reference... making 90% of a map in hammer circular is a pain when working on grid. I do not recommend. Maybe pick some major grid points and make most of it a model in maya or something. Some other notes I took when I was working on this part during Christmas break.

      Having the pressing deadline of the week between xmas and new year, i found myself looking at stuff in the editor and going, “uhh, eem.” a lot. And just staring at an object / layout until I found the best way to build it. Or even approach to build it. A more detailed drawing would have probably eliminated that “meandering phase”

      For example, my drawing had “place VIP seat box” here, and “make it look like movie” but it didn't really say more than that… so i spent a lot of time re watching that scene and kinda building it from the movie. Maybe I would have been able to grey box it faster if this was one of the sections that was zoomed in on during the expanded level bible, with a more detailed layout drawing of this sub sectionz.

  • [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)

    • Nicky_Da_B
    • March 4, 2020 at 1:24 AM

    I had some friends give me feedback on the "one sheet". Here is the new revised version. I'm not sure if it's better or not, but they seem to agree it is better. [Blocked Image: https://lh3.googleusercontent.com/OMjE1Pv2uG1Fwv-viUlLYlfcjhTdfClA7HlG_7kW2WLb45OMB6LvsTI7t5PLOMH0CSQqVnrveHSEqOoocqczYsVao0R3_6xedcCbJbEsV9zWKDgy-ubIyQMBRPfapH1c1kgpSb4T]

  • The Making Of: Tribunal - Level Design Documentary

    • Nicky_Da_B
    • March 1, 2020 at 2:33 AM

    Nice breakdown. Love these kinda vids. Thanks for taking the time to make and share. ❤️

  • [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)

    • Nicky_Da_B
    • February 29, 2020 at 5:30 PM

    So, I’ve been seriously thinking about trying to pivot back into games for about a year now. I've been working as a software engineer for the past 5 years. But I think the next phase of my life I want to be back in games. Some of the things I think I want are:

    • Level design.
    • Shipped titles.
    • Star Wars IP.
    • First person shooter.
    • Adventure games.
    • Dungeon explorer.

    So just to get me started somewhere again, I booted up hammer and started to work on a Hoth map survival scenario. It was large in scope and I was excited about it. I was going to work on it for a few months. But then around Christmas time I saw a job posting, which had a good chuck of the things I was looking for. I decided that I was going to focus on that and apply, but I didn't really have any new levels to showcase, so I decided to put Hoth to the side for now and work on something a little smaller in scale. I decided on the battle of Petranaki Arena on Geonosis from the end of attack of the clones. I think it would make for a good survival scenario in L4D2. This was the original job posting for reference, it has been taken down and no longer available, but I'll still publish this map on the steam workshop anyway. :)

    Quote

    Quote Level Designer (Star Wars Team)

    Location: Los Angeles, California, United States

    Requisition Number:158959

    Date Opened:2019-12-06

    We’re looking for a highly skilled Level Designer who will create levels from concept to final stages of polish, facilitating communication and coordinating departments to ensure the vision is understood and delivered upon. We’re imagining someone who is creative and has strong level design sensibilities, who can invent and execute, and who values providing players with a fun experience as much as we do.

    What’s it like to be a Game Designer at Respawn?

    - Day to Day - Our game designers’ tasks include developing game design documents, prototyping, iterating, testing, and solving problems. As a level designer you will be designing and building engaging in-game levels that are successful in terms of flow, variety, and fun. You will be expected to own level designs from conception to the final stages of polish, facilitating communication and coordinating departments to ensure the vision is clearly understood. You will work with design leadership, design team, artists, code, and animation departments to deliver level designs that epitomize the creative vision of the game. At times you will also research subject matter relating to the design objective in an effort to ensure the authenticity of the experience.

    - Creative Freedom - We believe that when talented people have creative freedom and work together they will make extraordinary games that achieve the unexpected. Our designers are encouraged to bring new ideas to the table, iterate for greatness, scope wisely, and deliver highly polished game designs they are proud of for players to enjoy. As a game designer you will have a direct hand in influencing the shape of the game and a voice when it comes to making the best game possible - in level design, gameplay, and beyond.

    - Ownership - Our teams are small and everyone has a lot of ownership over their work. Our game designers own their individual levels and/or features from conceptualization to shipping. As part of a small team you will have the opportunity to shine here.

    - Feel - Our studio puts a big emphasis on fun gameplay. We want responsive, immersive gameplay that just feels right. Every detail matters - whether it’s the way a player experiences traversing across a cliffside, the way a weapon feels amazing to use, the way overcoming a boss character can make a player feel powerful and smart, to the way an astonishing moment can leave a player breathless; it’s all crafted with purpose. All disciplines in game development are accountable to the gameplay a player experiences - and our game designers are key influencers in ensuring the best feel possible.

    - Collaboration - Our game design team plays a central role in development. As a game designer you will collaborate with other designers and other disciplines, such as animation, code, vfx, and art. You will have the opportunity to evangelize the vision for your levels and work closely with other talented developers to deliver on the ultimate promise of “fun.” The work of our game designers has an impact on others, and they anticipate and communicate any design changes or scoping efforts that may affect schedules and workloads.

    - Values - Our game designers are aligned on their values. They share their inspiration, knowledge, and passion with the others in their department. They aspire to treat everything they work on as a personal masterpiece. They play the game and are encouraged to speak up if they see anything that is not up to our high standards. They play other studios’ games and stay abreast of trends, while also striving to invent and innovate. They put their time and passion into what will have the biggest payoff for players. Our leads also make a lot of effort to ensure that our designers work on aspects they are excited about.

    What do we look for in Level Designer candidates?

    - Design Sensibilities and Insight - Our designers value having discussions with each other to better understand the intentions and level of success in their designs. We’d love for you to be able to articulate why you made the decisions you’ve made in your own designs - what worked well, what you would change in hindsight, and what you learned. We also value your ability to analyze and break down, from a designer’s perspective, the aspects that work well or don’t work well in games you’ve played and why.

    - You’ve Made Stuff You Are Proud Of - Whether it’s professional or personal work, we’d like to see gameplay in your portfolio that you developed from concept to finish. We like to see portfolios that showcase strong game design skills - sensibility, compelling and thoughtful level design, documents, etc. If your portfolio includes work that you developed as part of a team, we’d like to know the specifics of what you contributed versus what was handled by others.

    - Passion - We look for game designers who are highly passionate. Our team is constantly sharing inspiration and working to raise the quality bar. No one is phoning it in here – our team loves what they do and it shows in their work.

    - Potential Over Experience – We value talent over years of experience. Experience counts, but potential is important too. We look for talented, highly motivated people with a strong sense of design and a keen eye for quality.

    - Teamplayer – Positivity and a great attitude help to fuel greatness. The ability to accept feedback and critiques will help you tailor your work towards what’s best for the game. We look for designers who demonstrate a willingness to keep an open mind to team members’ ideas, incorporating suggestions to tailor your work towards what’s best for the game. Making games is a group effort and you will work closely with other talented departments that are experts in what they do. Teamwork is very important to our success.

    Ideally, you also will have...

    Professional experience working in a level design capacity.

    Experience working with a game engine, using scripting tools to orchestrate events, and implementing 3D work into the pipeline.

    Extensive understanding of level design process including level flow, engagement, structure, pacing, environmental storytelling, testing, etc.

    Experience in rapid prototyping to test feasibility of concepts.

    Ability to pitch game design concepts in a clear, detailed manner, through strong written and verbal skills.

    Strong understanding of level editing packages such as Maya, Unity, UDK, or other proprietary tools.

    A positive, solution-oriented attitude and passion about the play experience, with a wealth of knowledge across a wide range of games.

    Passion for making and playing games.

    If this opportunity sounds like a great fit for you, please submit your resume and portfolio and we will get back to you once we have reviewed.

    Display More

    Here was my first quick sketch at a one sheet to start to put my ideas together in one place.

  • [L4D2] [WIP] Petranaki Arena: Geonosis (Star Wars)

    • Nicky_Da_B
    • February 28, 2020 at 10:25 PM

    I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Petranaki Arena on Geonosis . Placed right after the scene at the end of Attack of the clones. I think this is a good survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • February 28, 2020 at 10:20 PM

    This map project is a little too large for me right now. I was using it to get back into mapping, but I think I will put it on the back burner for now. I'm going to work on some smaller scale maps first. This will get me back in the swing of things.

  • A L4D2 mapping contest

    • Nicky_Da_B
    • February 14, 2020 at 3:53 PM

    I know we mostly do CS:GO stuff here. But I thought I'd share this because it's also source. I also hope its ok if I share another community's contest. But I hope to think that we are all level designers and have fun competing and meeting new people, so it probably isn't bad to share. Mods let me know if it's not appropriate and I can take down. But it seems like Map Labs is going to host a L4D2 mapping contest in November. It could be cool to see the talent here try to make some nice 4-player coop maps instead of multiplayer PvP maps. Could be different level design muscles to stretch, but still familiar enough because its a first person shooter in source. :) https://twitter.com/MapLabsComps

  • [UNPAID] HL2 mod "Jurassic Life" looking for help in couple areas NPC Coder, Faceposer, Hammer gameplay scripter

    • Nicky_Da_B
    • February 13, 2020 at 10:17 PM

    Wow. I remember reading about this mod a while back. Cool to see its still WIP!

  • [PAID] Experienced Leveldesigner needed

    • Nicky_Da_B
    • February 13, 2020 at 10:15 PM

    Hi order66, I'm sure there are a lot of people here who are qualified and experienced, but it might help if we knew a little bit more about the game we would be mapping for. Can you provide a description? Based off your reference video from tophatt. Someone might assume that you are making a map for CS:GO. They might feel comfortable being a level designer for that, but they might not feel comfortable being a level designer for Unreal, a non First Person Shooter, or your custom game engine, etc etc. I for example think I can easily do a block out for a CS:GO map. I'd also feel comfortable blocking out a grey box for a FPS in Unity. Yet with a side note that I haven't worked in Unity in a while and I might need some time to refresh my memory or learn new skills, which may impact my choice if I want to sign up for the project. And I would probably stay away from level design for a 2D platformer as I have no interest nor experience in that area. You might get some more serious applicants with a short description of the game project. Good luck with your search and I look forward to your post's update. :)

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • December 19, 2019 at 3:43 PM
    Quote from Quotingmc

    On 12/6/2019 at 11:22 AM, Quotingmc said: I made an Echo Base map for an insurgency mod years back. Maybe these can give you some inspiration: https://imgur.com/a/sGJ5kNd

    wow. yours looks so much nicer than mine. i have a long way to go

    Quote from Zimuus

    On 12/4/2019 at 7:49 PM, Zimuus said: Map looks really big, do you plan on making incentives for players to move around? I worry they might find a spot and sit in it when, which is normal, but when you're working on such a large scale you'd hate to waste all that space.

    I do plan on having events and things for the players to do as they hold out and fall back. Going to try to follow the movie scene, and have timer events go off like in the helms deep map on steam workshop for lord of the rings. one example, is i'd like the players to fall back, reactivate the ion cannon power, so that the transports can escape, then also have to fill up the transport with gas (like the racecar in the mall from the campaign.)

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • December 2, 2019 at 6:41 PM

    nov has been pretty busy month. but I haven't worked on the map in a while so i figure id just do something super fast and small to get me back in the habit of working. - this is a small ledge. i'll turn it into a mini hold out area.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 14, 2019 at 4:01 PM

    did a quick block in of a ice wall


  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 12, 2019 at 3:35 PM

    progress on a dev texturePLUS. then eventually put that shitty ass shit in game.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 11, 2019 at 4:21 PM

    had to fix the stupid ass convex default physics model. back in the engine

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 11, 2019 at 12:03 AM

    I didn't want to do any "real work" so i just added a small 50 cal inside of a shit dev turret. lol.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 6, 2019 at 7:45 PM

    UV draft. better than grey. loaded into the engine. just wanted to see it in engine.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 5, 2019 at 3:07 PM

    I tried sculpting a rock?

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 3, 2019 at 9:03 PM

    not much, but threw some weapons and med kits in the spawn area to make it easier to pick whatever weapon you want to playtest with.

  • [L4D2] [WIP] Echo Base: Hoth (Star Wars)

    • Nicky_Da_B
    • November 1, 2019 at 8:07 PM

    getting a custom model into the engine is a lot easier than I anticipated... although it may just be my 10 years of experience in similar areas at this point. lol, well. now i know I can import custom models. and i have a pretty generic idea of scale from maya to blender to source.

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