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  3. Jax0

Posts by Jax0

  • [FC5 Arcade] Rogue - Altitude

    • Jax0
    • August 21, 2018 at 3:20 AM
    Quote from Interfearance

    On 8/16/2018 at 1:25 PM, Interfearance said: Tidy work! Drawing is in many ways better then starting blind unless you have an image of the entire map in your head.

    Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor.


    And here's a few updates!

    [Blocked Image: https://i.imgur.com/CEusDHV.jpg]

    [Blocked Image: https://i.imgur.com/ywkVZnr.jpg]

    [Blocked Image: https://i.imgur.com/o99aabC.jpg]

  • [FC5 Arcade] Rogue - Altitude

    • Jax0
    • August 7, 2018 at 3:25 PM

    Put in another 3 hours tonight and 95% finished the whole layout. Art pass next week!

    Happy with the progress. It's intended to be a very short, high-action experience and I'm ok with the linear design for now. The next map will be more open-world.

    Here's the update photo... (notice how my diagram influenced changes on the top half of the level)


  • [FC5 Arcade] Rogue - Altitude

    • Jax0
    • August 6, 2018 at 3:19 PM

    Who knew, drawing out a level plan actually helps come up with better ideas, a more structured level, and overall more enjoyable gameplay. Tonight I made some additional changes based on the diagram. Also worked on perfecting the Big Boom at the end.

    [Blocked Image: https://i.imgur.com/WzyTXvF.jpg]

    [Blocked Image: https://i.imgur.com/x1lqsUG.jpg]

    [Blocked Image: https://i.imgur.com/6qb9PyC.jpg]

  • [FC5 Arcade] Rogue - Altitude

    • Jax0
    • August 6, 2018 at 6:44 AM

    Quick scribble to help me figure out what the plan is, going forward

  • [FC5 Arcade] Rogue - Altitude

    • Jax0
    • August 6, 2018 at 12:55 AM

    Started Map #2 in the Far Cry 5 Arcade editor.

    I'm enjoying the idea of creating multiple playable experiences as this character called 'Rogue', taking a lot of cues from the high-action gameplay style of the old James Bond games.

    Rogue - Altitude (WIP Title) is a 'Bounty' type level set in the high alps, where you must infiltrate an oil pipeline checkpoint facility, take out the Rocket-Firing Evil Dude and then survive an explosive escape by aeroplane.

    Here are the first WIP images for it.

    I'm going to practice making some proper diagrams and such. I want this level's creation to also be a lesson in good documentation.


    [Blocked Image: https://i.imgur.com/7LRMH5N.jpg]

    [Blocked Image: https://i.imgur.com/UR2LjcJ.jpg]

    [Blocked Image: https://i.imgur.com/rc3LH9X.jpg]

  • [FC5 Arcade] Rogue - Chaos Break

    • Jax0
    • July 28, 2018 at 5:53 AM

    This week I released my first ever public map! (woo!) It's called "Rogue - Chaos Break" and was made in the editor for Far Cry 5 Arcade.

    Here is a video of the gameplay: https://youtu.be/g2j6ieZsTbA

    An editor like this makes it easy to start creating your level using terrain first and then using trial-and-error with the provided 3d meshes to get your layout working, but I wanted to push for a more traditional pipeline.

    I started with a greybox pass and then iterated on that, when the layout was good I began bringing in 3d Meshes. Because I can't create my own, there was definitely further iteration required to find meshes that fit but overall the layout didn't have to change that much, and I think for a first released map I've done ok!

    In ~ 4 days it's had 1,000+ plays, 600+ reviews, 30+ people favourited it and is currently sitting at a 4.6 star rating. I'm very happy with the result. On to the next thing!https://far-cry-arcade.ubi.com/en-au/pc/map/5…7e1396c3c1f909f


    Now, some images of development :)

    Spoiler

    [Blocked Image: https://i.imgur.com/rrKWXHC.jpg]


    [Blocked Image: https://i.imgur.com/0RXF8hO.jpg]


    [Blocked Image: https://i.imgur.com/1ppYVCI.jpg]


    [Blocked Image: https://i.imgur.com/4aJZrdt.jpg]


    [Blocked Image: https://i.imgur.com/T6WUFtZ.jpg]


    [Blocked Image: https://i.imgur.com/AGNOnwE.jpg]


    [Blocked Image: https://i.imgur.com/KuuTmhK.jpg]

  • [CS:GO] De_PointBlank

    • Jax0
    • February 19, 2018 at 2:04 PM

    A couple more photos of the 'vista', as I spent tonight working on the foreground and background. Yet to make it blend seamlessely but I'll get there~

    (Also still figuring out the best settings for nice shadows on props! They're being so difficult)

  • Anyone At GDC?

    • Jax0
    • February 19, 2018 at 2:21 AM

    Hey Mapcore!

    This will be my first year attending GDC which is super cool, and I'm wondering if I might see anyone else there from these forums?

    If you are going, what talks/ workshops etc are you looking forward to? How many parties will you attempt to attend in one night? etc.

    Hope to catch you there ~

  • [CS:GO] De_PointBlank

    • Jax0
    • February 19, 2018 at 2:15 AM

    Thank you both! Yes, I'm yet to learn how to increase the brightness of the outdoor areas 'in shade' sections, seeing as I don't fully understand how the engine's global illumination is calculated. I'm thinking my plan of action might just be a few carefully placed standard lights to boost brightness without losing the distinction between sunlight and shadow.

    And DRZ thank you, I'm now looking more critically at the brush work and the areas I would love to be lazy about and leave be, haha, but now planning ways I can break it up/ detail it/ shape it better into something more pleasing to the eye :)

  • [CS:GO] De_PointBlank

    • Jax0
    • February 17, 2018 at 1:23 PM

    Hi Everyone,

    This is my first Hammer map*, also my first CSGO map aaaand therefore my first Source map in general, so I'm a little late to the party but heyyy it's nice to be here at last.

    So far I've spent about 7 or 8 days on it over 4 weeks. Roughly ~ 80 - 100 hours I'd say? I spent a lot of time playing bomb defusal and learning all the mechanics before jumping in of course. And watching some online matches to see what hacks players can exploit in the engine, and trying to design with all that in mind. It's actually a lot fun!

    [Blocked Image: https://imgur.com/FVz731f.png]

    *I've dabbled, but never made a full map


    So, what is de_pointblank?

    The story is a terrorist/rebel group are infiltrating a weapons development facility hidden in the mountains with the goal of destroying either the weapons cache (A) or the giant satellite dish (B)

    It's called pointblank as I was aiming to frequently funnel players into fairly close crossfire scenarios in enclosed spaces.

    There are three main paths. Either through the HQ, or the mid-lane via the waterway, or through the server room which links A and B on the upper level.


    Here's a general diagram and overview of the initial layout:

    [Blocked Image: https://imgur.com/QanLTtD.png]

    EDIT... I added a hallway between 'Turbine' and B and Turbine is just a courtyard now, really

    Amended layout in-editor, first greybox pass...

    [Blocked Image: https://imgur.com/aR7uEri.png]


    Some early wip shots...

    Bombsite B

    [Blocked Image: https://imgur.com/tV1C5R4.png]


    Courtyard

    [Blocked Image: https://imgur.com/53iSTYU.png]


    HQ

    [Blocked Image: https://imgur.com/MKq8IiN.png]


    Bombsite A

    [Blocked Image: https://imgur.com/uLeVPmq.png]


    And so far this week I've been learning a *lot* about lighting and prop placements and the difference between static props and dynamic props, so on and so on. I'll finish by just attaching some of the latest images.

    Aiming to have the map done asap! Want it in my portfolio ;)

    [Blocked Image: https://imgur.com/XHAwX1P.png]

    [Blocked Image: https://imgur.com/Q9Grio9.png]

    [Blocked Image: https://imgur.com/e3u9RIG.png]

    [Blocked Image: https://imgur.com/GCruiEx.png]

    [Blocked Image: https://imgur.com/gCHel95.png]

    [Blocked Image: https://imgur.com/FPuqzkp.png]

    [Blocked Image: https://imgur.com/bs1FvW2.png]


    PS: I think I'm not enjoying the fog. It's hard to get it right and might be better off totally without!

    I'm open to feedback, C&C! I'm learning a *lot* as I go along, so forgive me of any rookie errors haha. (But also please point them out. I need to know how to improve!)

  • Dishonored : Death of the outsider // Curator and ghost town

    • Jax0
    • November 29, 2017 at 11:17 PM

    Hey, this whole thread is awesome from the environment art to the industry pipeline insights, thank you. I was wondering if you might answer this too... how much time is allocated to the development of one level like this? How much time for your blockout, modular pass, environment pass, light baking etc?

  • Abbey

    • Jax0
    • November 12, 2017 at 7:10 AM

    This looks amazing! Very grey though, which is true to life - but hey maybe a splash of colour throughout could be an improvement on the original ;)

  • [Unreal Tournament] DM-North Tower [WIP]

    • Jax0
    • November 7, 2017 at 2:02 AM

    Thanks! I'm not too sure yet what to do about the large walls. I need to break them up somehow.

    Oh and I realised low grav / translocator totally breaks the map. WELP. More things to solve

  • [Unreal Tournament] DM-North Tower [WIP]

    • Jax0
    • November 6, 2017 at 6:25 AM

    Hurrah! I was able to fix my problems with the help of the awesome people in the Unreal Discord! Turns out I just had to delete one pesky material from my map and it's been fine since then :)


    Update! Layout: - I'm mostly happy with the layout (besides some view distances I need to divide up, but will be an easy task) so I decided to spend today and yesterday testing some basic meshes and lighting to start building the style and feel of the map.

    Lighting:

    - I'm experimenting lighting the areas a little differently but all in a purple/blue/green palette. This is so players know immediately where they are on spawning but still the map has an overall consistent feel.

    - Lighting is too dark! And the sun rays, though awesome in editor, are just annoying in game. So I'll be tweaking that too.


    It's got it's hiccups and imperfections, but I'm just happy to be working on it again haha.

    Anyway, here's some more progress shots :)


  • [Unreal Tournament] DM-North Tower [WIP]

    • Jax0
    • October 30, 2017 at 12:22 PM
    Quote from TheOnlyDoubleF

    On 9/7/2017 at 1:04 AM, TheOnlyDoubleF said: Oh I didn't see this! The shapes are pretty cool. But it's all grey! Are you planning to had colors through texture or lights to get identify the areas, make easier to see the players from the wall etc ?

    Did you applied some modifications lately? Please, more shots of this!

    Thank you! Yes I had plans to work closely with an artist to detail the map with trims, handrails, gardens etc and have the colour green throughout as a motif for highlighting and helping to define spaces.

    However I met a dead end with a compiler error that I was sadly never able to sort out :( So this week I'm completely deleting and re-installing the Editor, which means ~ 2-3 days worth of waiting for downloads to finish on Australian internet.

    But the silver lining is... I haven't given up hope yet!!

  • [Unity] Quick Scripts - An Asset Pack for Level Design!

    • Jax0
    • August 5, 2017 at 2:16 AM

    Hello Everyone!

    For the Unity developers here, have you ever wanted a scripts package that comes with a bunch of handy and quick to use tools to make your level design process easier?

    I've been working away on an asset pack inspired by features from old Quake/Radiant level editors, and today it is available on the Asset Store!

    Asset Store Link:Quick Scripts For Level DesignQuick Scripts Features Demo Reel

    Includes the following: Quick Doors - Easy to set up doors, which can slide or pivot (with audio!)Quick Trigger - A ready-made Trigger Box with drag and drop connections to everything in your scene, making it easy to set Trigger Enter, Stay and Exit functions without ever opening your code. Plus the ability to set input requirements such as key presses, mouse clicks, etcQuick Mover - Moving platforms on quickly customisable node-based pathsQuick Spawner - Spawners to allow you to spawn waves of any game object(s)Quick Teleport - Simple teleporters with the ability to add particle effects and soundsQuick Light - Animated lights. Just choose a preset from a list and it will pulse, flicker, imitate fire, flash like lightning, or more, and with the ability to change colorQuick Hover, Rotate and Pendulum - Scripts to allow you to make your objects spin, hover, or swing back and forthPlus... - Extensive documentation and video tutorials!

  • Help! Unreal Tournament Editor Packaging Not Completing [UE 4.15]

    • Jax0
    • July 24, 2017 at 2:03 AM

    Thank you both for the tips. Knowing this, I'll have a further look into it and at least now I'm better informed on what sort of questions to ask if I need to go to the Unreal discord.

    Will let you know how I go! EDIT: The fix for me was to use the "In Use By Level" filter when searching for the materials that were showing up in the compile log as being requeued, and to remove all instances of them from the scene. I think I may have also deleted the materials, just to be sure. No manner of installations, moving folders, renaming directories etc etc helped. It came down to finding and removing materials

  • Help! Unreal Tournament Editor Packaging Not Completing [UE 4.15]

    • Jax0
    • July 19, 2017 at 4:47 AM

    Anyone?? I'm still encountering this problem :(

  • [Unreal Tournament] DM-North Tower [WIP]

    • Jax0
    • July 15, 2017 at 2:34 AM
    Quote from Buzzbrad

    On 7/14/2017 at 1:33 AM, Buzzbrad said: What is the ideal amount of players for the map? The map looks neat though, i'd love to test it when you get the packaging problem fixed.

    Thank you! Still no luck with the packaging issue :( The map is a little quiet with 6 players. I think it would suit best 8 - 10. It has four closely interlinked areas so there's a bit of downtime between frays.

    There's also definitely some rookie errors in this map haha. I'm not used to the high intensity gameplay of UT so at times the gameplay can feel a little slow in this map. Something I'm looking into.


    And yes, if I can sort out this bug issue and bring this map back to life it'd be great to get you to test it!

  • [Unreal Tournament] DM-North Tower [WIP]

    • Jax0
    • July 9, 2017 at 10:10 AM

    Here's those photos I promised...

    DM-NorthTower after an initial texture and lighting pass. The shadows are doing something weird, not savvy enough with Unreal's setting yet to know how to fix it. Feedback pleeease

    (All photos are in-editor. I'm struggling to package it atm. I put a help request in Students/Beginners and also over at Unreal's help forums. Hopefully figure out what's going on soon so I can show off the level's gameplay with a video)

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