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  1. Hey, thanks everyone for the interest in my funky old Quake map. I know a lot of people here don't have Quake, so I did a quick (comedy) flyby review of the map, hope it makes you smile!
    6 points
  2. is this source? Yep. Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason: Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.
    4 points
  3. It's all in RZL's original post:
    3 points
  4. Hey guys! I didn't think a lot of people would see this yet, but I guess it's one of those things that sometimes releasing something quietly can be louder than properly announcing it. Liam has a pretty good grip on it - it's all about creating and sharing games. Imagine a LAN party where you're getting together to share and play all these weird little games - that's the kind of feelng we're going for. An important part is that we're trying to make it as simple as possible to do that. You can see some of that in the video, where instead of placing individual static meshes, you can drag out whole rooms and so on. It should be possible to just whack together a game from what we supply plus a bunch of cool stuff from the work shop but you can also import your own art, scripts; anything, really. We're trying to make that as simple as possible too, here's a video showing our model import pipeline: One thing I'm looking forward to seeing develop is that collaborative editing of the game during gameplay is both possible and encouraged. Hopefully this can lead to cool dungeon master style situations where you are shaping a game experience for your friends as it happens. We'll see! We'll also ship a bunch of game modes that we've made during development. We've been made aware of that and we ran it past our lawyers before announcing. We're good. Yes, this is SUPER early WIP stuff. The version of that level that's in-game already looks pretty different. We're cranking hard on the art side now, but didn't want to let a lack of finished assets get in the way of getting all the systems up and running. The reason we're going for a minimalist style is that we want it to be possible for people who aren't professional game devs to be able to put something together that looks good using our art, without going to a lot of trouble. This was an issue with NS2 - matching the detail level of our own environments was really hard if you weren't working on it full time. The people who DID achieve that have my total respect. Sounds scarily UT4 territory We're trying to go for something much less daunting than a fully fledged game development suite like UE4 or Unity. Think closer to something like LittleBigPlanet. Except all the heavy-duty stuff is there, if you do want to work with it. Hopefully we can pull it off! One final thing, this is a REALLY, REALLY early work-in-progress of a game. If you're not comfortable with the idea that you might have a terrible time with it, don't buy it!
    3 points
  5. Just signed a paper that says I'm a part-time Level design Teacher at The Game Assembly here in Malmö. Awww' yiss!
    3 points
  6. Sky Eater - Yeah more Quake!
    3 points
  7. D3ads

    Terminator Genisys Trailer

    That's the way to do it, that's about 900 times better than the original! Still, if you cut a turd up into bits and re-arrange it, it's still a turd.
    2 points
  8. Holiday booked Snowboarding in Mayrhofen
    2 points
  9. Single

    ar_skate [CS:GO]

    ar_skate is an arms race map for CS:GO, and today I'm releasing it. You can get it on the Steam workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=353596106 The old beachside skatepark has been renovated, but now the SWAT are here to ruin the anarchists fun. Not too many arms race maps are produced by the community, at least in comparison to defuse/hostage maps. This was a side project for me, to act as a bit of a refresher between my other mapping projects and university. I hope you like it, and feedback would be appreciated, either in this thread, or on the Steam Workshop page, linked above. You can try out Skate here: http://steamcommunity.com/sharedfiles/filedetails/?id=353596106
    2 points
  10. FMPONE

    Making a Map: CS_Museum

    The creation of a map begins with an idea. In the case of my most recent project, CS_MUSEUM, I needed a basic look which would resonate with players immediately. The thought of making a Museum worked… it was a simple one, it had been done before (although this wouldn't be a re-make of the classic DE_MUSEUM by Theropod-X). Players would understand a Museum environment, and it fit in the Counter-Strike world. Forming a map’s final look is complicated, though, and requires thought about what kind of architecture, colors, and lighting you – an artist or level designer – will pursue. I’d been playing a lot of the classic map CS_OFFICE, which requires players to storm into close quarters for indoor combat. That kind of game-play is fast and unforgiving, I dig the kind of matches it creates. CS_ASSAULT, I shouldn't forget to mention, is another great map that defines the "siege a building and rescue the hostages" genre. Actually, most of my favorite CS_ maps including Militia also foster similarly dynamic games that challenge you to be sneaky but also use brute force to accomplish your objectives. So, I set out to make a hostage rescue map like Office and its kin. Studying prior maps is a good way to establish what works well, and avoid what doesn't. One other map that influenced my thinking: CS_CABARET by Alex Roycewicz. Cabaret is a great map — it got Alex a job at Infinity Ward long prior to that illustrious studio being kicked in the nuts super hard by mega-publisher-that-will-remain-unnamed. It was from Cabaret that I basically ripped off the front of Museum... with a few changes. In truth, though, I had some bones to pick with Cabaret. Unforgivably, there was no sense of vertical space on the outside of the strip club. Also, while the building exterior is convincingly rendered, the overall space is too geometric: everything seems to face the viewer on an imaginary grid, which is no coincidence, that’s how the Hammer editor encourages people to make maps. Cabaret on the grid: Museum screws the grid: If this analysis is starting to sound harsh, it’s worth noting that Cabaret was one of the best custom maps of its time, so this is more of a modern critique of older game art. As is often the case with older game art, most of the limitations or flaws obvious to modern eyes were not the creator’s fault: Hammer around the era of Counter-Strike: Source (for which Cabaret was made) did not have all the technology I made use of for Museum. One example is “instances” (the pale green elements in the overview above) which are brushwork more akin to models than typical brushwork, because they can be rotated “off the grid” and not cause compilation problems normally associated with brushwork which is off the grid. Thanks to instances, I was able to rotate buildings to achieve a more natural, organic look — such as this bridge: In order to actually create the specific buildings in the map, concept art and photographic references were key. Here's an explanation of the Museum front. End product: First iteration: Reference photograph: The most pertinent point to make here is the difficulty of knowing when a photographic reference is valuable, and what makes it valuable. To explain this in extreme detail might be delving into an area of “talent”... or it might be worth the subsequent explanation I’ll now provide. In any case, this should explain my process. The best photographic references share one crucial element: readability. Complex buildings such as the one above, if they are to be useful for our purposes, must be able to be broken down into clean, clear shapes. I was confident using the logic explored in the line-work above (I did this part in my head), that the building could be broken down and translated successfully. The building begins to take shape, with the red lines becoming props. When using Hammer, what becomes a prop and what remains brushwork largely comes down to the default assets you have to work with. Talented 3D modelers have their choice of creating new content, but their time is precious and each art asset is an investment, so even then it’s best to think about default materials and their role in your work. This lovely picture inspired the placement of the obelisks, and secondarily the pond on the right of the Museum. Using concept art and photos in conjunction with my imagination, I had derived a basic visual identity for the map: Obvious reference: the Brooklyn bridge; non-obvious reference, this lovely piece from Deviant Art: Making a map is about looking at the world around you and seeing something inspiring enough to create a desire within you to render it and mold it for your own purposes. By this point in time you may be shouting IT’S A MAP – TALK ABOUT THE GAME-PLAY, TALK ABOUT THE GREY-BOXING YOU FOOL! …and, while the playability of Museum ended up better than I could have imagined, there is no glory in my process for that particular aspect of the map. Uh oh, he’s gonna say he didn’t grey-box it, isn’t he… First, the excuses: previously, I'd recreated the Natural Selection 1 map NS_VEIL for NS2, based solely upon my own literal eyeballing of the geometry, without any scale-guide, in a different editor and a different unit system. To put all that gibberish into other words, I’d done nothing for two months other than study the rigid grey-boxery of another mapper, then spent another 10 months making that geometry fit into the context of a new game and engine. I’d worked with fastidiously organized layers, done everything by the book, guv, I swear. While important for a commercial product, that experience had temporarily tired me somewhat of the (smarter) formalistic approach. As a result, no substantial grey-boxing would take place for Museum. Manic energy took the place of “rules” and “common sense”: Basically, I was creating stuff I thought looked cool, not getting terribly fussed about what direction it would all head. This is the way newbie mappers work, or idiots, or both… but it can be done if you’re smart about it. Certain things can’t be bullshitted around, though: your map must be in proper proportion to the players, and it must maintain sensible sight-lines considering the game type. You need to know the game you’re making the map for, and know it well. So working free-form has its advantages, creating a whimsical sense of liberation in the budding mapper. It comes at big costs to him, though, in other aspects. This open doorway, and the entire route it signified, never made it into the final product. People have noticed its conspicuous absence, however, to the point that it may make it's return soon enough. Working toward a result, with certain restraints in mind, but willing to cut: my method for Museum. Mistakes were made. Certain areas violated basic good-practice principles, such as this one: I call this piece of modern art “Abstract Red Light Number 48.” So… this elevator shaft was painful for a few reasons: too noisy inside, not clear enough about what it was meant to be, and the idea of it having a purpose seemed impossible given the amount of crap stuffed into the scene. I believe I settled on a better, cleaner result: Which was based off of this reference: This shipping area was another idea that got cut (considering that it was over-dark, this was not too sad): Based on: Everything else seemed to go swimmingly, however: My biggest advantage when working with these references is my ability — and perhaps your ability as well — to discern from them what elements are most relevant and work best geometrically. These judgements influence what makes it into the map. While you may be able to follow a similar protocol by examining the pictures, you would be doing so in hindsight; it was quite necessary during this project for me to be able to sift through literally thousands of images in order to find those which, at first glance, provided the requisite inspiration. References must be clean, they must convey a certain tone, and the architecture they illustrate must be plausible among the rest of the map geometry. This process of looking through seemingly endless references is a task which must be begun anew with every new map. Back on topic: a month or two after starting out on the map, I recruited a talented 2D artist named penE who had a style congruent with mine. With his help, rooms like this began to form their own identity: The map began to develop a sense of humor. We based the name of the museum on HURG — Hero of MapCore! (Don't ask.) PenE brought his full enthusiasm to the project, getting almost all of his work done in a month or so, a rapid pace which would be a major motivator for me while I was working with (read: waging war against) the Hammer editor. Here is a sample of penE's work for the map: Nevertheless, the map did seem to require more art… I had envisioned a T-Rex in the above room, and had designed the room around that eventuality. I was concerned that such a 3D model might not fit well (it’s a relatively cramped room), or might not be appropriate looking, but I put out a call for a talented 3D artist. 3Dnj answered that call with a stunning T-Rex model based on square-shaped geometric restraints. I basically stacked a bunch of cubes on top of one another and said, “OK now make me a T-Rex that fits inside the squares.” Seems hopeless, right? Thankfully, Valentin, as 3Dnj is known, e-mailed me this bad boy: Owns right? Imagine waking up and seeing that first image of the T-Rex with that brilliant sheen, I was ecstatic. At that point I realized I’d found a true collaborator and not just a “prop guy”. Valentin would go on to help me optimize the map, and reform a lot of my map geometry into more sensible models. Here’s how crazy things had gotten: Hammer is unlike a modeling program in that it is “brush-based”, and things that are not literally six-sided cubes give the editor trouble. Trying to create an interesting shape out of a single brush? Take a hike. So it’s obvious why a more extensive collaboration was needed: it was never going to be realistic to proceed in such a manner and expect an optimized result which would (ugh) compile. Hence, the logic of making a map which looks the way Cabaret does, unfortunately all the same limitations applied more or less in 2012, with just a few exceptions like instances. So there were technical challenges, but four months on, most of the major lessons of the map were learned and my vision for the map was realized almost exactly as it existed in my brain. My workflow can be best summarized as: find a fitting photographic reference, get a basic interpretation of the geometry into the game, and then polish with aesthetics and navigation in mind (lead players with lights and colors). Phase 1: Phase 2: Phase 3: Rather than attempt to convince you I pursued the traditional level-design approach of iterating a grey-box, I hope this document serves to explain the approach I actually took: a risky and improvisational one that I know I’m lucky was successful. It’s good to state how lucky: a layout that emerged without argument, finding two brilliant collaborators with a lot of faith in the project, etc. Hopefully anyone looking to duplicate my exact method will be given pause, but at the end of the day there will always be logic in working hard and having a well-formed mental image of your goal. As for Museum, I can promise you one thing: if you load up the map, and I hope you will, I think you will enjoy it. (If only for the giant, motherfucking Tyrannosaurus Rex.) Thanks for reading.
    1 point
  11. This is the second article in a three-part series. Part One / Part Two / Part Three First Level The intro cinematic here serves two purposes: Introducing Tess and her relationship with Joel, and giving players a goal for the upcoming level. With that done, it’s not necessary to give players other intermediate goals along the way. Follow Mission Following an NPC is an excellent, tried and true means to expose players to a completely new world to discover. Tess plays the role of a learning tool, and it’s precisely once players have learned enough about survival in the game that she dies and leaves room for the new relationship between Ellie and Joel to grow. This is an absolute classic process - death aside - used in a great many third person games from Uncharted to Prince of Persia, Enslaved and many others. FPS games also use this technique, but to a lesser degree as following an NPC in first person is often a much more arduous task. Half-Life 2 famously used Alix Vance that way, mostly in non-combat spaces. More recently, BioShock Infinite also followed the same model but made the entire game about that NPC. Once outside, players are immediately presented with a good combination of narrative and level design. Tess mentions the curfew that will hit in a few hours, while in the same frame, players can see once again in yellow, the sign that mentions the curfew hours. Attention to small details like that is what will make an entire world more believable. The use of red and white bricks for these buildings adds contrast and depth to this scene, and with Tess going around the corner, helps imagining the path forward. Messages painted across walls is as fundamental a narrative design technique as any, but great games will make use of them sparingly, and at the very least won’t reuse the same message more than once per section, so as not to destroy the immersion they’re designed to create. It’s the same thing for talking NPCs, designed for very specific situations, so their speech doesn’t get repeated. During this entire level Tess keeps waiting for the player by staying idle on a few of the nodes on her scripted path. This is of course so she can keep being the player’s guide. Notice here however that the implementation of that system is just the bare minimum expected in today’s games. In reality, follow missions are few and far between in this game, as NPCs usually trail behind the player in non-scripted ways. In a game where the NPC is as essential as BioShock Infinite, Elizabeth would have stopped her scripted movement, retraced back her steps to the player (or been teleported behind him) only to resume her script from there. This is a good example of the limitations borne from early creative decisions that dictate the systems developed for the game. It’s entirely normal, but something to be conscious of when creating levels. Following on to the main street, where a scripted camera takes over and introduces the new playable zone. This sort of introduction is a dead giveaway of a Naughty Dog game, and is most useful in locking the player in place while the army vehicle passes left, preventing the player from reaching the far end gate and exiting the playable area. With the camera locked in this way, the vehicle may very well simply disappear once passed. Arriving in a large area is often a good occasion to introduce more exposition scenes, and in this case two well-constructed ones. Right in front of the player as he arrives, the first scene presents survivors waiting for their weekly ration in a line, behind fences. The fences here work great with the theme of a post-apocalyptic world, but the wall they form is absolutely necessary in scenes like this to limit player interaction and bugs. We find the exact same use of containment barriers in the scene that follows, with the extra touch of the military personnel pushing then killing Joel if players venture too far. Inside closed spaces, most games generally use windows, which we’ll see in The Last of Us later. The arrival at the checkpoint is a textbook example of how to center player attention with a dynamic element. On this crossroad, the first semi open area in the game, players may very well be tempted to go either way, but the arrival of the armored vehicle against the player’s direction, the closure of the gates, Tess's placement near the checkpoint and the yellow sign above all point the player effortlessly to the left instead. Naughty Dog manages to seemingly open the game much wider, while remaining in a narrow exposition corridor. Another textbook example, and a difficult one to achieve, the quick return tutorial. The narrative scene that introduces it is meaningful as it introduces the Fireflies for the first time in the game, but it also pits the player right against a fence in a position of danger. Just like in the combat tutorial, the necessity to move away from this fight makes it ok to block player controls and require a specific command. Players rarely question this. As a side note, some of you will have noticed that the main street had not been gated yet in the game, and Naughty Dog made sure it was by adding this little scene of police blocking the street. When addressing player accessibility and teaching, it's important to make the distinction between the two learning models players can be separated in. The first type, Explorative Exposition, describes players who learn by doing; while the second type Experimentation Exposition describes players who by fear of failing expect to have a maximum amount of information given to them before they try. Designing tutorials for these two types of players is very hard, since their learning methods are diametrically opposed. Naughty Dog chose here to address both types by designing tutorials for either type and alternate between them. The more complex tutorials, those that either require a huge amount of information given, like weapons for instance (see The Shiv in part 3) or would demand a very expensive and convoluted setting (like this health kit) are designed for the second type of players, stopping the game and giving them everything they need to know before experimenting. The intention of showing the time it takes to heal is well convened here. And to make sure the player actually sees this most important item, Tess gives it away instead of having it placed on a nearby table. Perfect introduction of the mechanic and it reinforces their relationship as no one else would ever have given this for free to Joel. As much as accessibility is often separated in three stages (exposition as seen above, validation and challenge), players often find these cobbled together. The second stage for instance is largely unnecessary when designing for a core audience that is already very used to these game mechanics and gamepad controls. Follow a few textbook examples of light placement inside this exposition corridor, with inviting diffused lighting that propel Joel forward. At the end of this sequence, we find the first of many trademark moves by Naughty Dog when Joel jumps down a hole. This kind of transition keeps showing up in Naughty Dog almost invariably to transition into a cinematic mid jump (we’ll see that later in the second combat) or to be used as a loading screen to the next level. It also helps segmenting big levels into smaller pieces where NPCs won’t travel large distances back and forth, limiting bugs. On the other end of that tunnel comes the first introduction of the “vault over” move, which will be reintroduced at a later point as well. All move tutorials in Naughty Dog games are introduced a number of times in slightly different combinations so players learn by doing more than once. It’s rare enough in games to notice how good they got at it; in reality this entire level is a mixed sequence of tutorials. Immediately after this “vault over” move, Joel is presented with his first “safe zone” to pick up his weapons. In the rest of the game, this workbench will allow him to upgrade his weapons. The more interesting part is the left hand side “boost and pull” move, which uses very strong warm colors. Once again the use of the yellow signifies interactivity/where to go. All third person games like Tomb Raider, Uncharted, Prince of Persia, etc. use specific colors on their palette to orient the player, particularly at the start of a platforming sequence. The move itself is gated to players having picked Joel’s backpack on the workbench, and the combination of both tutorials in the same room is not by chance, it’s the only move in Joel’s arsenal that can be disabled given it uses a prop and an NPC. We’ve already seen “jumping in a black hole” as a gate, and lifting this door here is just another example of subtle gating mechanisms used to unload the previous part of a level and load the rest dynamically, so as not to require loading screens, or the strict minimum. It’s now so standard that we’ll soon forget it’s a rather recent addition to the arsenal of level designers, created when dynamic loading became possible with PCs and consoles becoming more powerful. This leads us into the first puzzle space in the game. Notice the multiple ways to leave this interior space, including the first crouch position to the right. We’ll see the move introduced on the critical path afterwards, but it’s not unusual for Naughty Dog to include such moves before their tutorials are introduced. A few hints give us the direction the player should head in. First the busted up ground is a good tool to shape the ground in the general direction of the gameplay, and make the space visually more interesting (less flat) and more interactive with the player needing to repeat the “vault over” move to get out. Another tool is the direction the crows fly in when leaving the hood of the car. Finally, the red bricks and vines uniformly applied everywhere is a giveaway that the exit is not necessarily straight forward. Notice the rug over the destroyed wall, accenting the solution to this first puzzle. This tutorial is a great example of puzzle design, where the problem needs to be presented front and center, so that the discovery of the solution leads to a minimal amount of attempts once found. Portal is the most recent game to have perfectly followed that credo. Of course, this is here simplified to its core essence, but the same principle follows in the rest of the "ladder-based" puzzles. A sign that you have a great game mechanic on your hands is the ability to design variants of the same puzzle throughout the entire game. It means it's a deep enough mechanic, and not a gimmick. After picking up the ladder, Joel enters the very first exploration space where he will be able to pick up game resources. Seen as this type of loot is what the entire game economy is based on, it makes sense to present them exactly in the opposite way to the narrative elements of the rest of the intro. Meaning shrouded in darkness when important narrative beats were placed in brightly lit areas. The lighting in this area is worked so the cabinets are mysterious, so that adventurous players learn this classic challenge-reward combination. After reaching there and turning around, players can then notice glimmering the very first Firefly Pendant located in the room beyond, with a nice Firefly symbol placed on the wall as a final hint. The placement of that desk in this room is studied to allow that to happen. You can safely assume that this is the easiest of all Firefly Pendants. Having presented the first resources and the first collectible separately is a good move to make sure players understand their different role. Jumping down (once again, a gate), Joel enters the first spore-infected area in the game. Tess is once again used as justification, by stopping Joel and putting her mask on. Players immediately understand the nature of the threat and that they won’t ever have to put the mask on themselves. The change in lighting and visibility also preface the incoming danger, immediately shown in a safe situation moments after hitting the spores. The relationship between the spores and dead body are made perfectly clear, and this example of narrative design through environment art is perfectly paced. Just like the doors to Joel’s office in the prologue, here is a great example of using interactive objects to place the character in a specific situation and justify the camera transition to a cinematic. The plank, with its forced interaction, is only here to make players notice you can go through the door by squeezing through. In fact, even the dialogue is designed with that n mind. Once in this position, the camera is entirely scripted. One should always expect a narrative element on the other side of that type of sequence, particularly when entering a brand new space. Using this type of contrived cinematic moves has become a main fixture in Sony titles, noticeably in God of War and Uncharted, and in competing titles such as Tomb Raider. BioShock actually was one of the early titles that always tried to justify camera placements. These sequences also sometimes serve to limit the speed of movement of the player, particularly to help loading times in and out of expensive areas. But there are sometimes ways to include these delays in gameplay itself. For instance some of Elizabeth’s lockpick animations were gated to the loading of the area beyond the gate she had to open. In these cases, conversations between her and Booker would also be timed to the necessary delay. Once clearing this filing cabinet, a perfect camera takeover to introduce the shooting tutorial. A conveniently placed hurt human (still target) offers the chance for a quick headshot if camera is left untouched. Nearby the ammunition pickup ends this gameplay loop and makes most players come out on top ammo wise. It also offers the game’s first active choice, as are all combats in this game (choice of resources and sometimes tactics). Notice right after this encounter the use of dialogue to justify the next camera takeover and introduce the first combat against infected. The piece of wood falls down just as Tess speaks up, while Joel indicates the need to remain silent. It’s as dynamic an introduction as one can make it and flows superbly. Please notice the placement of these infected. Them being tutorials, it’s only logical that they are as scripted as they are. The first one plays to the stealth nature of the combat, reinforced by the action and placement of the two other infected. As you can see above on the first floor, they actually are a landmark for players to orient themselves. Most landmarks are used as large objects in the background of a scene, for instance Half-Life 2’s citadel in City 17’s skyline, and in the case of The Last of Us, the hospital Joel and Ellie reach towards the end of the game plays exactly that role, but in tight corridors and encounters, level designers can reverse engineer an NPC as the landmark, and plan their geometry around. In this case carving up the floor just so the infected can be seen below. Near this location, on the bottom floor and the top floor, two exploration spaces that make good use of this gameplay loop (challenge-reward) offering loot just after clearing the combat. Once again outside, this seemingly uninteresting transition area between the combat tutorial and the upcoming puzzle is made interesting by the basketball hoop that provides a clear sense of direction to the immediate space, and the busted up concrete perpendicular to the court adds a layer of depth to an otherwise flat surface. Notice once again the color yellow used in Mel’s Home Hardware store sign, and its placement over the exit. Next up is the second "ladder-based" puzzle space that follows the basic rules of great puzzle design. First the exit is presented to the player in the same frame as the problem, and the solution once found (“aha! moment”) only takes one try to complete. Notice how the blue tarp provides a good visual clue in this tutorial as to where the solution is, just like the rug in the first case. Leaving the puzzle area that shows that the best game mechanics can be used in multiple variations, the same yellow color is brought by lighting through the window. Around the corner, a little reminder about exploration, with a health pickup dropped on the far end of the ladder. Down yet another gate and Joel now follows Tess through a back alley. This otherwise uneventful place sees the addition of yet another reminder of the “vault over” tutorial, as another way to require a button press from the player and keep him/her engaged. This however no longer requires the UI indication on screen. Just around the corner lies the second Firefly Pendant. “Hidden in plain sight” is a good way to introduce a second collectible, after having given the first one essentially for free. This one perched in the trees, and the puzzle before it tease the elevation changes of gameplay taught in the subsequent combats. You’ll notice the LD work that went in creating the blockage under which Joel must crawl, which reveals through its branches the glimmering Firefly Pendant. Forcing the player to continue through a building serves multiple purposes. The first, and smallest is it helps justify the placement of gun ammo on the table, as opposed to having it just lying there on the streets. The second, the door that Joel closes behind him, is yet another gate for the upcoming NPC – heavy survivors camp, which can even be loaded during the third and final purpose, introducing a small child in a narrative sequence with Tess. These windows here give just the right amount of light in and allow the heavy contrast between the two areas to have the animation read a lot better. This room could have been there simply for optimization purposes, but Naughty Dog managed to turn it into a whole lot more. The survivors’ camp is another gameplay loop closing in on itself. After the initial exploration and learning came the tension of the spores and the challenges of the first fight and puzzle, the camp is a narrative reward for having made it this far, and a chance to pick up another two collectibles. However as it’s not the end goal of the level, tension should still be a constant theme, hence the more and more violent scenes one after the other, that also introduce the upcoming fight with humans. Notice the little girl playing with her stuffed bear in the far corner. She and the little boy earlier are nice ways to feature children in action games where rules dictate that no human child should ever be killed on screen. Emphasis on human; children that do get hurt are often already dead, possessed or otherwise sick (School bus in Prey, Little Sisters in BioShock, etc.) This is the second article in a three-part series. Part One / Part Two / Part Three
    1 point
  12. El_Exodus

    Megascans

    Wow, this is sexy http://quixel.se/megascansintro
    1 point
  13. dux

    Mad Max: Fury Road

    HO LEE SHIT That's how you do a trailer. I'm looking at you Terminator GenISIS.
    1 point
  14. -HP-

    Uncharted 4

    http://www.dualshockers.com/2014/12/10/uncharted-4-wip-screenshots-videos-info-show-the-incredible-tech-used-to-create-nathan-drake/
    1 point
  15. FMPONE

    Mad Max: Fury Road

    That was a really great trailer. I'm in.
    1 point
  16. -HP-

    Mad Max: Fury Road

    Man, people sure as fuck must love carrots on that universe.
    1 point
  17. Stick in there buddy, it's not over yet! I know for me no matter how badly life piles on the shit, getting active can really boost those happiness levels! As a university drop out that struggled to find a job, is now in full time employment, starting to rent with the mrs and I found I have barely any time to scratch my arse let alone enjoy some time to myself gaming or anything... Life's a bitch! There just aren't enough hours in the day! I hope your job sorts itself out so you get to focus on more stuff for yourself
    1 point
  18. There is no reason to worry much; it's fine as it is: displacements rendered in bulk are cheap for Source and won't tax your frame rate (and won't count towards your brush limit). Just make sure that you seal behind them with square/rectangular nodraw world brushes and try to convert some displacements to power of 2 instead of 3 for large areas where fine sculpting is not a priority. It will work fine as part of a playable map.
    1 point
  19. D3ads

    Mac or PC ?

    Glorious PC Master race, obviously.
    1 point
  20. Some good points there Pat. Judging is always going to be subjective, but we try to be as fair as possible. I think what we wanted to prevent is too many undefined points floating around without any clear guidelines on how to use them. In the same way, this can cause equal imbalances, do we give full points to someone with amazing texture work but ignore the fact that their lighting is weak? They do need to be docked points for things they do poorly. I'm not saying one way of judging is better than the other, just that both methods have their inherent flaws. On the flip side, the Creativity section is kind of a point free-for-all, if a map displays amazing lighting and atmosphere, a judge can easily award full points for lighting as well as full points to Originality of Design and Outside of the Box, resulting in a total of 15 points.
    1 point
  21. More vertical height is the easiest way to make a map more 'complex' and add some dynamism to it
    1 point
  22. I think this would benefit from other wall textures. Those bricks always seem a lot more suited to 'clean' environments imo.
    1 point
  23. Castle

    Games W.I.P Thread

    Hey, I have been super busy lately and haven't been posting much but here is some cave madness I have been working on for Subnautica
    1 point
  24. Hey guys we've published another major update to the map with the following changes: WORKSHOP LINK WORKSHOP LINK
    1 point
  25. Yo dudes, how are you doing? I'll try to pratice more often, to improve painting and drawings skills So, im going to drop the results here and i would enjoy critics and comments. I searched for some National geographic images-tumblr, and i found this cool img. Took me about 2 hours, and i made it using a simple brush with little texture on it. Reference Process1 http://thur.dreamhosters.com/labs/speed_01.jpg Process2: http://thur.dreamhosters.com/labs/speed_05.jpg final
    1 point
  26. Great! It'll be better than calling people all day long I guess You bet it is, today I've been drinking coffe and critized CSGO maps!
    1 point
  27. -HP-

    Mac or PC ?

    1 point
  28. Hipshot

    Games W.I.P Thread

    Thanks guys, we have a name now too. I'll explain the strange name a bit later =) I fixed the powerups also, to something we can actually use w/o getting a letter from iD, I will most likely easter egg in the Quad though. The powerups looks like this and will most likely stay like that, might change the colors so they are more easy to distinguish, but I'm not sure.
    1 point
  29. Pampers

    Mac or PC ?

    looks like you need an excuse to buy a mac, so
    1 point
  30. Ditto... I'm really wondering where this is going to go next especially since ...
    1 point
  31. Ditto... I'm really wondering where this is going to go next especially since ...
    1 point
  32. cityy

    Your GOTY 2014

    2048 for sure.
    1 point
  33. FMPONE

    Mapcore Meetup 2015

    looking forward to it
    1 point
  34. knj

    Alien: Isolation

    Guys, I was listening to the OST on YT and went through the comments, and some guy had a fucking great basic IDEA for a twist in the Alien Universe. I've recreated it in my head. I will not put a spoiler tags here, cause I think all of you saw every Alien movie. In the game, when Amanda was being cocooned and after when she woke up, the egg next to her was opened. What if she has an Alien inside of her ? At the end I was like, ok we are cool, some ship is here to pick me up. BUT what if that ship is weyland yutani, that came there to look at what was left of Sevastopol ? We all know that, Sevastopol was expendable just to get an Xeno organism. Maybe when Ripley (in Aliens) was looking at photo of Amanda, when she died at age of 66, it was just a fucking picture of anyone ? or some kind of recreation of old Amanda, just to give Ripley the closure ? But the truth was, that Amanda died not long after the incident at Sevastopol, and the cause of death was a chest buster ? This would be fucking amazing, and Alien Isolation 2 - Amanda trying to escape the company ect ? For me this would be fucking great twist
    1 point
  35. @sentura i made some holes for the bridge in illustrator, to try to apply them on the bridge later, but at some point i just gave up on this... Looking now, probably the holes would help give the scale and help perspective sense... hummm. Good points! without color, all the coolness is lost indeed... the gorgeous car lights just vanished because of greyscale and/or bad representation... @blackdog definitely i'll take a look on this stuff on yt thanks for the tip... my intention was to greyscale the stuff, tune all the tones and the recolor, but... but probably i'll just move on for one less traumatic painting Maybe i'll start on greyscale and them color it from the beginning... When sentura said about trying to get things more interesting on the road, i just remembered that scene from anime, when there's a lot of tanks facing an enemy on the horizon... i googled it and found that the env is similar, so i made a giant alien-ish robot on horizon and planted some tanks on the road. Added some smoke to communicate that attack is is going on anime reference http://www.wallmay.net/thumbnails/detail/20121023/neon%20genesis%20evangelion%20tanks%201920x1080%20wallpaper_www.wallpaperhi.com_58.jpg smoke reference http://darkroom.baltimoresun.com/wp-content/uploads/2013/04/REU-LIBYA-EXPLOSION_.jpg (oh! and... when i was planting the tanks, i remembered about Fang zu and how i was using guns to make the stuff look cool hahah)
    1 point
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