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Showing content with the highest reputation on 01/21/2018 in all areas

  1. 9 points
    Hello MapCore Community, I am Producer for the new Ubisoft studio in Berlin and we are building a team to work on a Far Cry project. https://www.linkedin.com/in/mickaelgodard/ We have an excellent and very experienced core team and we are now looking for great talents to join us. As it is the beginning of the studio (just opened on the 2nd of January), we are looking for a bit of everything obviously, but I think some of you (Level Designer, Technical Level Design, Level/Environment Artist) can be interested in some of the job ads: http://bluebyte.com/en/studio/berlin Let me know if you have any question! Best Regards, Mickael
  2. 3 points
    grapen

    The cost of games

    I’ve been playing NieR: Automata lately and analyzing it every step of the way. To me it seems perfectly adapted to today’s market situation for singleplayer games. The visual fidelity is very low for a 2017 game, assets and materials are being rehashed to infinity (albeit fairly well hidden for the untrained eye), you’re basically fighting the same enemies over and over, and the main scenario is pretty short. Yet despite this I’ve been very engaged, more so than I was in Zelda BotW to be honest, and I’m a long time fan of that franchise. The gameplay, soundtrack and story is so well executed, and without telling too much, they’ve been very clever with the replayability. The game is designed to offset the lack of visual fidelity and length in how everything plays out. I can think of one recent game from the same publisher even, where the exact opposite is (subjectively) true. A game that took a decade to get out, with a huge intricately and beautifully designed world, terrible combat and dull story: FF15. Luckily for Square Enix, NieR and their F2P mobile games make up for that loss. Ironic.
  3. 3 points
    Pampers

    Nintendo Switch

  4. 2 points
    JimWood

    Mapcore FACEIT Hubs

    One for the future, maybe.
  5. 2 points
    Roald

    de_burg

    Yeaah some more spam. @Serialmapper I tried your settings with some darker ambient value. This is how the new concept of the layout look ingame Seperated CT / midle path New T -> mid entrance
  6. 1 point
    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO ________________________________________________ New update (27th June 2019): The dos and donts of csgo level design - updated 2019-06-27.pdf Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811 ________________________________________________ Original Post:
  7. 1 point
    ┌HP┘

    The cost of games

    When you're new, at anything, if you've got half a brain you'd want to focus on learning and nothing else, you'll look at mentor(s) for guidance and usually you copy those who came before you. You absorve their techniques, their social skills, their tricks and you try and learn all the tribal knowledge that's not documented anywhere, it only comes with experience from working next to people on the same field. Consequently, if you join a industry where 12 hour days is somehow the norm, you already know what you're getting into so you'll adapt and try to abide by the "it is what it is", I'm sure we're all guilty of this in here, obviously this perpetuates the problem at hand and nothing will ever change. If this industry wants to solve the problem of exaggerated crunch time, it's not the new guys responsibility to fix it, it's those who've been at it for so long that should speak up from a position of power and remark that this isn't sustainable in long term, by talking with their managers and producers that they need to be doing their job and actually manage and produce. As for your second question, if you mean personal work, then I'd say design what you want to design. If your passion is into designing RPGs, but instead you focus on MP level design, you'll eventually land a job as MP level designer, so why not focus on designing RPG's instead then? I'm of the opinion that if you're REALLY good at something, there's always going to be an open position for you somewhere, as long as you're patient and flexible. MP games are all the rage these days, in 5 years ago it was mobile games, 5 years in the future who the fuck knows what it'll be. This is of course, just my opinion. If you were to ask me, what's the fastest way to get into the industry, then even though I think it's the bad approach i'd probably say look into what game teams usually need the most (like VFX artist) and avoid saturated positions.
  8. 1 point
    blackdog

    Counter-Strike: Global Offensive

    lol, very uninteresting thought were USBs where they kept their configs or something. SK vs Faze are on now, just a taste of final/semifinal! But everyone is talking about G2, like SK was happy to avoid G2 for now... wasn't expecting the French to be such strong contenders to the title. Last night Astralis vs North was tight! Anyway I came to post cos they were saying "Cache is falling into popularity [because on B connector a smoke blocks completely the view and you might get 5 players rushing through]"
  9. 1 point
    2d-chris

    The cost of games

    hehe, if we got paid what other people in the tech industry get on average, this chart would be off the scale. some wise words here for sure, doing things procedural no matter your area is certainly wise, if nothing else it's a blast to figure out, but everything has it's limits, just need to figure out the pros and cons. Whats interesting recently, is the biggest games are pretty limited in scope, which is actually smart in it's own right, especially as costs keep going up. I guess, what blows my mind, is how much gamers expect, for say, $30, in a bar, that's a couple of beers and a pizza, maybe 2-3 hours of entertainment, yet games are somewhat expected to last forever, for such value? I'm certainly not advocating we make games $200, but it always fascinates me. Maybe the real issue here is eating/drinking out is too damn expensive!
  10. 1 point
    grapen

    The cost of games

    It is very much an oddball game, not what you expect from looking at screenshots. It explores existentialism and references many historic philosophers. Can’t tell you more, should be be experienced
  11. 1 point
    Castle

    Games W.I.P Thread

    Hell weapon variations of older guns are mostly just slightly different characteristics. Side grades essentially. However there is one thing that does make farming hell weapons valuable. I plan to have special super rare dual wielding versions of all the hell weapons. Dual wield weapons will be a lot more powerful to say the least.With that said you will also see that I am starting to now add some of the completely new weapon types. The crossbow will take the shotgun slot and is heavily inspired by the Heretic crossbow. The wands are pistol slot weapons that will fire piercing projectiles that do AOE damage.Stay tuned as there is more to come! Revulsion already had something like 25 guns in Episode 1 but its already looking like Episode 2 will more than double the total guns. Also you may notice that there are melee weapons in the list. Each melee weapon will fire ranged projectiles. in some fashion. This is very much in the style of Heretic and Hexen. Also keep in mind that many of the weapons will have super rare dual wield variations.The one advantage that the melee weapons will have is that they wont become worthless if you run out of ammo like the other guns.The gauntlets will fire like shotguns. Even though you see one gauntlet you have two of them on screen. The death orb may look simple but its more or less like Zenyatta's left click.There are still a few more weapon types that I want to add to the game. After that I will begin on monsters.So one of the things about the monsters that I think I want to really define. I want them to get bigger and more deadly in general. I want the hell beast to be the new average sized enemy.
  12. 1 point
    Lizard

    Counter-Strike: Global Offensive

    Fnugz told me once that this is for headphones. You basicly put them there.
  13. 1 point
    CSGOJOHNMADDEN

    Mapcore FACEIT Hubs

    At the moment I have a small list of maps, that are moderately polished, I've gone thru a good chuck of the maps, and was basically grading them if they have potential to be played on the hubs. That way we aren't grasping for straws for when we set up which maps to run. Graphics can be easily done, its a simple photoshop job imo. Should someone configure a dropbox or gdrive that we can use to throw files and such?
  14. 1 point
    FMPONE

    Mapcore FACEIT Hubs

    Right now everything has to be sort of run by FACEIT, so we will have to plan everything out extremely well in advance for future tests. And even then there may be technical issues, it’s new for everyone. Long term I’ve suggested uploading Workshop maps. It’s great that FACEIT has a huge brand name and following, which is the good part, but it’s tough to be nimble and run an active community unless you can do some things on a whim whenever people are around. On the MapCore side we can get you guys access to make promotional announcements. We will probably need to think about promo graphics for these when we do them. You guys should all have moderator tools for the HUB now. We will hopefully be able to increase wait time before disbanding HUBs, since that has killed a ton of momentum gathering people. It’s tough when you wait 15 minutes and the game looks like it will happen and then it doesn’t, and that is issue needs to be fixed somehow (map downloading). Maybe an additional prompt after you queue, right after you press play on our server? Yeah I think this is a really useful idea, especially if we could target users already active on FACEIT, just increasing the incentive to play on Mapcore sometimes.
  15. 1 point
    FMPONE

    Counter-Strike: Global Offensive

    My guess is either it’s part of the monitor or the TO is stuffing a USB port with an obvious dongle. They have to play vanilla CS iirc.
  16. 1 point
    blackdog

    The cost of games

    Smell, if I remember correctly, it’s the strongest sense when talking about connecting to memories. There’s even literature (narrative) about it.
  17. 1 point
    Vorontsov

    The random model thread!

    Hey guys, a week later and I just finished my latest piece, very happy with this one. Check it out! Some details: built and rendered in Modo, completed in a week, texturing is a mix of Substance Painter and native Modo work. Geometry is light weight, boolean'd a lot, making heavy use of the rounded edge shader. Artstation link w/ more images.
  18. 1 point
    I've been working on an old western Gmod RP map for over a month now. I've only just started detailing, still very much WIP though.
  19. 1 point
    FMPONE

    [HL2:EP2] FusionVille release

    Yeah, I got a chance to play A Hero Once More and Shadow of Ravensmouth, surprised by both frankly! and the quality they offer. Great stuff. A ton of originality in having the mortar system in AHOM. That one felt very well paced and the progressions and variety it offered were extremely satisfying. I really like the occult elements of Shadow of Ravensmouth, the ammo scarcity made the village part really fun. Curious to try the rest of the offerings.
  20. 1 point
    blackdog

    [HL2:EP2] FusionVille release

    The quality of this release is over the roof, the trailer already can show that, but really deserves to be played. I haven't gone through every entry, but I played the one from @Klems, @leplubodeslapin and @marnamai and huge congrats guys, I'm not sure I would be able to name a favorite cos they are all great! I really liked the originality of Shadow of Ravensmouth, the mini sandbox feeling is great and the citizens made me crack a laugh (although I had to cheat when I got to the barricade cos I was at 30hp and I couldn't get through). Wake up and run has great visuals and I like the call back to the first chapter of HL2. A Hero Once More is the most classic but is really over the top in terms of quality, could easily sit in an official expansion pack from Valve and I have no idea you could do something like the mortar with just the vanilla scripting. Also liked the fact that if you kill the first combine stealthy, you don't get rushed right away. Huge congrats boys! I just played Questionable Sewers, another stunning entry, pity wasn't finished and I think there are a couple glitches cos I think I might have gotten through in an unintended way but not sure.
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