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Posts by GRiNET

  • Emil Glans | Level Designer

    • GRiNET
    • May 30, 2024 at 2:57 PM

    Hey again Mapcore,

    Long time no see.

    I've updated my portfolio due to the company I worked for having been put down due to bankruptcy.

    Right now I do not have a personal website so it is located on Artstation.

    Have a look and tell me if you have any input.

    https://emilglans.artstation.com/

    Best,

    Emil

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • GRiNET
    • August 9, 2017 at 5:47 PM

    I didn't know this thread existed until now... It disgusts me..

  • What's going on with your life?

    • GRiNET
    • July 28, 2017 at 12:37 PM

    Currently trying to broaden my competence as a level designer.

    Growing really tired of having ideas and not be able to create them.

    It always feel that there are crucial materials, models or assets that are missing.

    Therefore I am currently picking up 3DS max to learn how to model my own assets and Substance Designer to create my own materials.

    As I think Bastion here on mapcore said "A real level designer can model".

    That got me going.

  • Oleg Grachev - Level Designer

    • GRiNET
    • June 2, 2017 at 12:03 PM

    I like your portfolio!

    Some pointers in my opinion. At the front page I would place a line in between your works like this.

    This is to create some space so that everything feels separate. At the moment it just feels like everything is floating together. White is a dangerous color to have since it can be very straining on the eyes to watch depending on screen brightness and real life environmental factors. Maybe think about doing it more grayish so it is more easy to look at. Lastly I would remove the text when you hover over an image. I find it very annoying and it feels incomplete. Some pictures have a lot of text and some barely none. Also, when you write what you have done on the game, try to make some things in BOLD. This will make it easier to read and navigate. For example: Engine: Unity = Engine: Unity Also spellcheck your comments! Some sentences ends with ; and others with . so go through and settle down with a normal ..

    Otherwise it looks good with both videos and images.

    Hope it helped!

  • ATTN: New Map Makers!

    • GRiNET
    • May 26, 2017 at 10:29 AM

    Fantastic thread!

  • Map Designer for Hammer Map

    • GRiNET
    • May 2, 2017 at 8:14 AM

    I do not believe this will work in CSGO.

    The tunnels are too narrow to maneuver and exact representations of reality are seldom good in games.

    If they don't feel awkward they have bad gameplay.

  • Emil Glans - Level Designer

    • GRiNET
    • April 20, 2017 at 1:39 PM

    Hello everyone!

    My portfolio is now up and running! If you have any tips and feedback I would appreciate it!

    http://www.egld.se/

    Thanks!

  • [CS:GO][WIP] De_Cement

    • GRiNET
    • April 3, 2017 at 9:53 AM

    No, I haven't tried it ingame yet.

    If the upper part is non-walkable, I think it is fine!

  • [CS:GO][WIP] De_Cement

    • GRiNET
    • April 3, 2017 at 7:58 AM

    I like the overall feeling of this.

    However, I have two things that I am not entirely sold on.

    From the view from the screenshot depicting site it it looks very hard to defend du to the complex shape of the site.

    Bombsite B looks way to big.

    Otherwise looking good, will be interesting to see how this progresses!

  • WIP in WIP, post your level screenshots!

    • GRiNET
    • March 30, 2017 at 9:51 AM

    WIP of my Unreal Tournament map. DM-Cove Inspired by Underland and sharing its assets.

  • Starcraft Remastered

    • GRiNET
    • March 27, 2017 at 5:49 AM

    I want to feel glad and positive but I don't. What about improved siege-tank ai? What about unit grouping?

    And I certainly don't want to pay for this. I mean come on, this isn't a new game. We who already own sc1, sc1:bw or sc2 should not pay this IMO. A symbolic donation of 5$ maybe but not more.

  • Unreal Tournament mapmaking tips

    • GRiNET
    • March 17, 2017 at 9:31 PM

    I do have a basic knowledge of how to navigate and BSP blockout in the level.

    I also can manage a few scripts in the visual scripting for blueprints.

    I was just curious about the whole level design approach.

    When I think level design, I firstly and mostly think greybox/whitebox and setting the flow and pacing of the map.

    But then there are the "artsy" part of it with the dressing and the lighting.

    I guess a level designer that wants to break in to the industry will have to "master" them all in a way before they can narrow down and focus on one part.

  • Unreal Tournament mapmaking tips

    • GRiNET
    • March 15, 2017 at 5:02 PM

    Thank you guys for the replies! I'll check it out!


    Quote from 2d-chris

    9 minutes ago, 2d-chris said: Hey - I made a video series, 5 hours long with commentary for making a map for UT, hopefully it is helpful. I don't cover the art pas though, just first pass design

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    You did LostTomb?

    Another question.

    Coming from mapping in the source engine is there anything particular I should note about Unreal except the really obvious things?

    For example are there any specific keybinds and/or functions that are really good which isn't quite so obvious for a beginner?

  • Unreal Tournament mapmaking tips

    • GRiNET
    • March 15, 2017 at 1:09 PM

    Hello everyone!

    My next project is going to be a tight 1v1 duel Unreal Tournament map.

    I have some questions to anyone comfortable/used to make maps for Unreal Tournament. I can't seem to find a specific level design workflow from Epic Games. What I have found is that I should block the level out using BSP, and since I don't create my own assets, I will have to dress the map with theirs. I wonder if there are any general guidelines to think about when designing an UT map.

    Any help would be appreciated!

  • [MOD RELEASE] Aurora: Reinstated [HL2EP2]

    • GRiNET
    • March 10, 2017 at 10:58 AM

    Hello everyone.

    I am proud to announce that the mod I have been working on for the last six weeks is now done and ready for download!

    If you own HL2 or HL2EP2 try it out and tell me what you think!

    http://www.moddb.com/mods/aurora-reinstated

  • [HL2EP2] Mod Aurora

    • GRiNET
    • March 10, 2017 at 10:56 AM

    UPDATE 2017-03-10

    Hello everyone!

    The mod has now been uploaded to MODDB.

    Try it out and tell me what you think!

    http://www.moddb.com/mods/aurora-reinstated

  • WIP in WIP, post your level screenshots!

    • GRiNET
    • March 8, 2017 at 2:15 PM

    WIP of map 03 from HL2EP2 Mod Aurora: Reinstated

  • [HL2EP2] Mod Aurora

    • GRiNET
    • March 8, 2017 at 2:15 PM

    UPDATE 2017-03-08

    Hello everyone!

    I am pleased to say that the mod is now finished. I have rebalanced and rebuilt a lot based on feedback and playtesting but now it is done and ready to be shipped.

    The current release date is now on friday, march the 10th.

    Currently I am writing my documentation on how the mod was made and what workflow I used to complete it during these 6 weeks I worked on it.

    I hope you give it a go and tell me what you think.

    Here is the link to the page on MODDB where the mod will be uploaded and ready for download on friday.

    http://www.moddb.com/mods/aurora-reinstated

  • Dawn of War 3

    • GRiNET
    • March 4, 2017 at 12:09 PM

    I don't like the looks of this at all. I think it would be great to have a game that is unique in its own sense rather than a SC2 copy. I will of course give this a chance but there are some really ugly moba-inspired animations in this which is just hideous. For example the hammer flip swing. My god, remove it already.

  • WIP in WIP, post your level screenshots!

    • GRiNET
    • March 2, 2017 at 2:56 PM
    Quote from Roald

    2 hours ago, Roald said: Looking good!

    I should hang the lights in the first screen closer to the ceiling (and maybe not that close to the walls).

    It feels when walking there you will bump your head against it.

    And on the last screenshots there could be a another ceiling light more in the back of the room.

    But besides these two things it looks nice!

    Hey, thank you! I just saw thanks to you pointing it out that i haven't attached the lamps to the actual ceiling in the first screen..

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