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Showing content with the highest reputation on 10/06/2016 in all areas

  1. Hello everyone! We are new to the forum and would like to introduce ourselves YAGER is an independent developer of computer and video games based in Berlin, Germany. We are an English-speaking studio that employs more than 100 people from 20 different countries. As passionate gamers ourselves, our focus is on the games we love to play: AAA, multi-platform experiences for a global audience. One of our beloved Level Designers pointed us to this forum. We are the developer of Dreadnought and are currently looking for a Level Designer, Game Designer, 3D Hard Surface Artist, AP and Tools Programmer.
    4 points
  2. Time for a little update in order to maintain some momentum! I am currently gathering refs and planning for the art! I also decided to rebuild the entire level (with same dimensions etc) with new brushwork. I do this for two reasons: firstly, since the map has changed so much, a lot of brushwork is very messy and hard to work with. Secondly, it's to create more of a blank canvas for the art and make it easier to make changes without having to move a lot of temp detailing and bits and bobs.
    4 points
  3. Little update on the project. Im currently working on a deadline that is 1st of November. There i hope to be able to have the map in such a state that is it ready to playtest. I shall have a map overview ready soon, but i want it to look good and not just be a top down screenshot. Here's there latest pathway from middle leading up towards capture point C.
    2 points
  4. Interesting article the game's envs https://80.lv/articles/deus-ex-mankind-divided-building-the-world/
    2 points
  5. Bastion

    Marino (Offensive)

    Update #5 Mostly based around the first point, in the previous update I have shown the layout basis for the first point, although I was unable to show anything for the capture zone as it was not developed yet. That has changed now with some latest additions to the first point. Adding context to the first point was quite quick for me, we're in the town so it's not going to be very militarised, so I figured it could be a market of sorts, and give it some more purpose by adding a airdropped explosive cache there too. The area now has a ramp leading up with the rest of the open area covered with sandbags, those will still won't be enough as there are multiple other spots where you are exposed, limiting the camping spots but keeping people moving about. I also got one of the buildings opened up to serve as a defence or ambush point, there are two ways in, the regular door that is on the far right path, or a hole in the building that connects to the capture zone, the building is a mix of cramped and open depending on the path. And holding the building will be handy, as it gives access to a set of windows facing directly into the capture zone, allowing for a strong defence. Although it can be easily hit with grenades from inside and out. Also got to use displacements to create the hole, which was strangely fun, would like to do that a bit more. In other news, the storefront path that defenders can take has had a slight adjustment, the store that players need to cut through was mirror flipped horizontally and boarded up the left side windows, meaning that players cannot sit too far inside of the building and shoot from, instead getting them to take more risks by getting closer to the doors and closer to enemies. It has also been helpful for sightlines. Now to work even more on this area before getting the offensive gamemode properly functional and running with bots.
    2 points
  6. YAGER is an independent developer of computer and video games based in Berlin, Germany. We are an English-speaking studio that employs more than 100 people from 20 different countries. As passionate gamers ourselves, our focus is on the games we love to play: AAA, multi-platform experiences for a global audience. Our people are our most important asset. Their individual skillsets and backgrounds, their creative and innovative thinking, and their love for games all create a collaborative environment which allows everyone to make their mark. We invest in the development of our staff, and reward their contributions with perks such as company parties, plenty of beer after milestones, opportunities for workshops, and more. We are currently looking for among others for a Level Designer (f/m) http://grnh.se/ymx6wj1 Game Designer (f/m) http://grnh.se/xd8iv41 3D Hard Surface Artist (f/m) http://grnh.se/i74xgr1
    2 points
  7. You don't have to be an architect, think about if you had to build it, how would it all fit together. You don't even have to do this most of the time, it only matters a bit for the areas you actual go inside, but for most games you won't enter every room of every building, that's why you get away with illusions. It's never easy to make interiors and exteriors match perfectly, and many games don't even try, you load inside where the interior is twice as big as it should be (rpgs) and nobody blinks an eyelid that you've actually gone inside a Tardis. Or walls are 1 meter thick because you didn't care enough to solve for it. If you really want to pick up the basics, just watch some documentaries on building structures, you'll find out pretty quickly how the various types of common building are constructed. Now, if you're trying to be absolutely accurate and realistic, you'll just have to do your research of the structures of the period. If in doubt, google answers any question. I just did a search and got tons of building plans from the period.
    2 points
  8. Some stuff I've been working on as of late, the first two images being for my in-dev mod, Desolation. Sorry for having so many images
    2 points
  9. Game modes: Maps will be tested with the game modes that are included in the map script. We won't be too harsh with judging though if one of the modes falls a bit behind compared to one of the others. It's not a requirement to support all game modes but it would be nice to have a few options Bot pathing: Only Co-op maps will be tested with bots. Minimap: Functional is fine. Optimization: Try the best you can, it's part of the judging criteria but it has less impact than gameplay and visuals. We won't crucify a map for a few fps drops here and there, but it shouldn't be running worse than our official DOI maps.
    2 points
  10. It's a video again I'm sorry: (Never liked that pillar anyway)
    2 points
  11. Okay so this map is inspired by some of my favorite Day of Defeat maps. Taken from three or four different maps.
    1 point
  12. I think it would sell quite a lot. But I wonder if it would sell more than let's say another WoW expansion? Hard to say without the actual data. Nopes! I'm referring to this! http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/ And this: http://www.polygon.com/2016/8/5/12385660/starcraft-hd-remaster-announcement
    1 point
  13. 1 point
  14. Wanted to say what Chris said, but I was also thinking that at the time of HL Episode 2, they were saying they did research/hired expert for exactly for this sort of thing. Things are built to work and with a logic, so only research can help. Unfortunately I can't think of any source dedicated to this kind of thing. I guess maybe take advantage of those who made research for you? like play/watch a playthorugh of Brothers In Arms or Medal of Honor/Call Of Duty, surely they based their stuff on some research. All of this though, after you have come up with a satisfying layout, imo.
    1 point
  15. the0rthopaedicsurgeon

    Varsity

    Settled on a theme and layout for an entry in the contest. Layout is sort of based around dod_kraftstoff, The setting is somewhere behind the Rhine River during Operation Varsity, with inspiration from German towns in that area and others, including Wesel, Nuremberg, and Bamberg, so loads of big medieval buildings but with really heavy damage. I haven't done any level design in about two years so I'm still getting used to the DOI assets and the changes with the CSGO engine. Not sure exactly how all the DOI gamemodes work either, so hopefully this two-objective layout works in-game. Also, are there any servers set up anywhere for people to test their maps? Red: outdoor routes Green: indoor Blue: not yet added
    1 point
  16. SotaPoika

    Devil Daggers

    Good reminder would be also, that the game got update recently which added some new monsters and altered the waves a little. Things are a bit more interesting now, especially with new upgrade for your hand too! I read somewhere it requires 150 gems, so don't use those homing daggers or it'll take a while to get the upgrade. Also, got a new record: ~310s.
    1 point
  17. Thanks! Glad to hear that you enjoyed the stream. I will post the map timings later this week.
    1 point
  18. Hello Mapcore! My name is Güray. I'm a selftaught 3D Props & Environment Artist who's trying to get into the industry. Looking forward to learn from all of you Thanks everyone!
    1 point
  19. Jetsetlemming

    Mafia 3

    They're doing more work to connect it to the series than a Far Cry sequel ever has, lol
    1 point
  20. Sure you can. I'm about to wrap up the material below (normal map needs to be toned down obviously, haven't tweaked it yet). Personal opinion: don't go crazy on the noise when designing textures for CSGO and you'll do great. In-game screenshot from just above player height. The only editing I did on the diffuse in Photoshop was to grab the normal, desaturate it and set it to Soft Light, just to give it a nudge of depth for low shader users and/or in shadows. As an amateur I'm very happy with the results.
    1 point
  21. Speaking of Substance and CS:GO, I patched together a Source engine looking shader for substance. Get it here: http://gortnar.com/vmt/shaders.7z and put it in ...\Substance Designer 5\resources\view3d\shaders It has cubemap looking reflections and a phong specular highlight. Values in the shader are similar to these .vmt commants: Envmap Tint = $envmaptint, Specular Tint = $phongting, Specular Glosiness = $phongexponent, Specular Boost = $phongboost, but I don't think the numbers translate 100%, so you'd probably need to adjust a bit in the vmt to make it look the same. The parameters after Specular boost are for controlling the lighting inside the Substance Designer. And for creating presentable stuff for source I usually overlay a light node, ambient occlusion and curvature on top of diffuse.
    1 point
  22. So it has been over a month, and i thought it is time to update you guys. We had a playtest from Mapcore last Thursday, it went well I think. It was fun and besides some minor issues, I think it was a good test that brought out some issues with the map which I have been working on. There are quite many changes and I don't have time to go through all of them in detail, but if you guys have questions, please ask. T Spawn. I spent quite some time with T Spawn, blocking out some visuals I had in mind. Still some work to do, like the restiveness bushes but I think it helps out to tell the story of the map for now for those who look at it. Not a big change from the layout perspective. Queue Stairs. I rotated the pipes so that terrorist can now throw some nades from the stairs towards middle. CTs could molotov out the mid entrance at T side which gave CTs a huge advantage. i also added a little room on the side so Ts can hide and wait for nades do dissipate before pushing out. Middle. general thoughts are that it felt too cluttered. While I intended the middle are to be busy with props and pools, it was too much. Too much cover, too many angles. I simplified it a bit by remove some slide ends and making them some shallow pools. There is lot of height changes, but it reduces greatly the amount of angles and cover on the area. I also changed the wave pool walls to the T side, so Ts can have cover to run to when they push out. It was too much of a bottle neck, where if you managed to push out, you had very little options to go to. Bots run with rifles out, so I managed to get to middle quicker than them which gave me a false sense of timing. It should be much more even now. CT Spawn, not many changes overall. Some testing for art pass, consensus was that it felt too crowded, so I expanded that area already. Lower Pool and Toxic Repository. The green slide will have a waste repository theme to it. it's a cave where radioactive waste from nuclear reactors are kept. It gave me a chance to have one place called toxic, use a bunch of Nuke props, and to look interesting. The slide is a placeholder, it will have it's own unique model. However, the change to it came from making the path to A site longer for terrorist while reducing the chokepoint at the little door that was before. There is still a chokepoint but it's wider and further back on the trajectory, after which giving many options to spread out. The 3 water slides, podium I call it, will have to go some changes. before you could climb up any of the slide entries and shoot from anywhere, which made the Ts very vulnerable as they had no idea where the CT would peak from. I changed it to block the area with props and will add some rocks to simplify the layout over that area. The slide which you can climb on the side is proving to be a bit annoying to navigate, more clip work is required there. Huge disadvantage as when you move to shoulder peak if you miss you will slide down missing your position. Bombsite A. Mostly the same. Got some visual updates. There is an issue with the torrent props, where the collisions will sometimes screw you up and stop you. And also one model has an issue with lighting (Thanks Source!) which is baffling to me. Bombsite B. This bombsite was pushed further back to CT spawn. The window on the side suddenly made the room not feel so claustrophobic. it was quite tough to play around as a T this time. This is the harder bombsite, but I think over time as players get to know which are the common holding spots, the site will become easier. I think this will be all for now. Still quite some work to do. Hard to know how long it will take to make. Top View Other Screenshots Cheers!
    1 point
  23. I thought I should probably share our post play test progress, thanks to everyone who took their time to play de_aviv. We have adjusted both CT and T mid to reduce play space for CT and improved the sight lines from T mid. We have also shortened mid a little to make pushing up easier for T. Images: Another change we have made is to make the right entrance to A a boost. You can use the slanted box or dustbins to strafe jump up solo as well but both leave you very exposed and require a lot of skill. By adjusting this entrance, we have made the site easier for CT to hold and less angles to check on a retake. Images: We have also adjusted several box heights and placements throughout the map to reduce frustrating moments and improve the general flow of the map. At this point we are both fairly happy with the layout and we have begun experimenting with textures read for the first art pass. Despite this, we are 100% still open for feedback on all aspects of the map and would love to hear what you have to say. The workshop is up to date and you can download the map here.
    1 point
  24. Start with an idea, draw it on paper (if you want to) make it, delete it, start again, revise it, delete it, start again, starting to get somewhere now, revise it, hmm, feeling better, revise it, nice. Then, play session, man this sucks, start again, The point I'm trying to make is, if it's a new game your in for a world of pain, and if it's a well understood game that your modding for, it's not easy either, because you'll have to go through many of the struggles the devs did because you don't have the info they learned. Making good maps is hard and takes a lot of commitment and failed attempts before you get it right. Spending the time to really understand the game your making a map for is essential, and a lot easier to do once a game is out and your making maps for it, than when it's in development and changing all the time, The most important map I made was for a competitive tournament for cs 1.6, changed completely How I approached level design, it sure helped that I was a serious player at the time so I understood the game. But, I made LOTS of crappy maps and cool looking maps before that, so I got the visuals and technical part down, then it was about the gameplay. You really don't have to do things in the order that many schools teach you, drawing > layout > art, the point is there is a ton of things to learn and you'll need to be good at them all, so just have fun and do what feels right at the time.
    1 point
  25. Vous êtes nombreux sur Mapcore, les Bretons Good choice you made; the stress and burn-out effects far outweigh any financial gains you might be having in my humble experience. Transition will be a bit rough especially to readjust with family and kids, but you will be opening new horizons and refreshing your mind especially in your native province among family and friends. I wish you and your family best of luck; keep up the spirits
    1 point
  26. I just put in my resignation at work and will leave in about a month back to Britanny in France, as while Germany had some perks, my current commute time, work hours, and renovations were creating a whirlwind of stress and lack of energy, and were damaging my relationship with my wife almost beyond the point of no return. I started trying to come up with a plan to be able to move back home with family and friends, and out of the blue a neighbor showed up at my doorstep and asked if I was selling my house. Turns out he owns a restaurant across the street, will retire next year, and wants the house to turn half of the garden into parking spots for his restaurant, otherwise German law says he cannot rent it and so he'd lose a lot of money over time. So everyone's happy, I don't have to finish the renovations (big load off my back and cuts down on further investments I'd have to make to properly finish it and make it easy to sell), got a good price for it given the state it's in, and 2 weeks after he showed up I've got a contract in hand and am signing it tomorrow afternoon. I'll try to work from home, the area I was raised in doesn't have ANY game companies, but the immediate focus will be climbing back up the hill for my couple and catching up a bit with my kids too. Also being back to the ocean is gonna be awesome, I never really knew what to do with my family around here where there's only forests and hills. The plan is to move back to this area, kinda close to family but still not at the very tip of Britanny where driving to anywhere in Europe takes 5 more hours.
    1 point
  27. Might post an update soon-ish.
    1 point
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