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Showing content with the highest reputation on 03/10/2021 in all areas

  1. Ok, let's all calm down and get back on topic. @Michael_: You have some unorthodox ideas and perspectives about level design and originality. You need to realize this and shouldn't be surprised that others have different ideas. You speak with very little humility, a harsh tone and an accusatory attitude. Please try to adress this or Mapcore may not be the place for you.
    7 points
  2. Turns out — it wasn’t!
    6 points
  3. oh boy another ''ringel tries to advocate that postmodernism is the only legitimate art movement even though none of his maps even vaguely fall within this category'' thread
    6 points
  4. Some actual drama happened on Mapcore and I missed it
    3 points
  5. Definition of escapism (source: Aristotle): Escapism is mental diversion from unpleasant or boring aspects of daily life, typically through activities involving imagination or entertainment. CS:GO is set in the real world. If you have any hopes of getting in an operation, stick to the style of the game. Otherwise, keep building your wonderland, but understand that people will look at it with different eyes. Also, it's very hypocritical to say that your maps aren't inspired by the real world. You have trees, boats, and buildings made for people. Yes, they do become more original when you slap your own idiosyncratic style on them, but make sure you're not trading off originality for realism. At the end of the day, it's a matter of personal preference. I myself find it distasteful, when an artist tries to reinvent reality and justify it with it being more imaginative. Everything that takes some effort in the way of mentally manipulating images to build a cohesive scene out of separate elements from your visual memory is imaginative. But visual harmony, shape-wise and color-wise, on its own isn't enough to create a pleasant digital space. There's a lot of art that isn't inspired by anything in the real world. Unrelated to anything - just visual diarrhea. It's shallow. Take some inspiration from architecture. Get a taste of just how much effort people put into building that comply with the laws of physics - buildings made with real materials and real purpose. It won't make your buildings less imaginative, but rather the opposite, because you'll feel more comfortable breaking the rules. Study rocks and foliage from nature and you'll be able to build virtual landscapes that look just as believable. The way natural landscapes are shaped is driven by the laws of fundamental particle interactions. Everything from the atom, to planetary objects, follows the same set of rules. You can't invent that. Humans are stupid, we can't do better than nature. Look at brutalist architecture - they practically just gave up. You cannot reject reality and then expect that people living in the real world will appreciate what you make. Why do people copy nature? Because nature is the best artist. It's only so many human brains that a piece of art can be filtered through before it becomes meaningless noise. The only utility of originality is in the pursuit of finding something better than what everyone else is doing. You won't find that if you reject any inspiration. Signature: PhD. Human Doctor
    3 points
  6. Long version ? ?
    3 points
  7. All art is inspired or influenced by things you have experienced before. Nothing is truly original. Saying that "not using reference imagines" is what makes a visual art piece original is purely arbitrary.
    3 points
  8. Be ready for this to happen, a lot? Pro tip: have a pencil nearby for such emergency
    2 points
  9. 2 points
  10. dux

    Aliens: Fireteam

    Off Topic: Are game journalists relevant anymore? Were they ever relevant bar a few individuals? Youtubers and Streamers are where people go to get an a real opinion on X these days.
    2 points
  11. god you are awful -either a troll or so far up yourself you'll never see the light of day again. by your logic there's never been an original work in any game - everything comes from somewhere, be it real life or a derivative of another artform.
    2 points
  12. blackdog

    Sprawl (Retro FPS) (UE4)

    I just discovered this because the author was on the latest episode of the Quakecast. The project was in fact started on Quake (Darkplaces fork) but after hitting some snags it was posted to UE4. They are doing the same thing of Graven in building the maps in Trenchbroom and importing in UE. Fascinating that the creator is a musician by trade. The teaser and two gameplay tests are the footage that exists for the project at the moment
    1 point
  13. Life has been good and stressing so far, some complicated irl stuff and playing game (like CSGO etc) and workin on my own game
    1 point
  14. ThunderKeil

    Aliens: Fireteam

    Well, depends on your perspective; I'd say instead that journalism as a concept is simply shifting into a different medium Video youtube killed the radio bloated corpse of legacy media star
    1 point
  15. dux

    What are you playing now?

    I really struggled with it. On paper it seems like my perfect game. But playing it... yeah I just didn't get on with it very well. I think I'm more a BF kinda guy.
    1 point
  16. classically trained musicians vs high school band who think playing in tune is copying.
    1 point
  17. Buddy

    Sprawl (Retro FPS) (UE4)

    Where's the hook?
    1 point
  18. Rump3L

    Freya [Wingman]

    After slowly recovering from covid and digesting some beginner tuts on the custom assets part in the meantime, I decided to do a somewhat intermediate step with the map. That is - a few preparation layers across the level to keep things organized and pre-planned for myself before diving deeper. https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Here a few images Full imgur album with commentary A few things to note: - simple brush placeholders across the map acting as a prop placement guide, basic outer shape and sizes ratio reference - added a layer of props that I don't feel like doing custom (chimneys, antennas, gutters, power boxes, lamps, curbs, wires etc.) - established area-based color coding across the map: [blue, teal, purple] => CT area, [yellow, orange, tan] => T area, [white] => neutral areas, [rose/pink] => unifying color, central area of the map guiding players in & out of the site on inner routes - I guess lower parts of some buildings will have to be split up for different supporting materials like stone/plaster/concrete otherwise wood all over the place could be an overkill - couldn't hold myself and already did the 3d skybox (there is still room to push it a little step further later on though I guess) - added the base of shop-windows in different spots across the map, these might prove themselves pretty beneficial for callouts later on (f.e. "shoes", "akevitt" etc.) - lighting will most likely need a little further tweaking later on once I add actual textures and snow on the ground (f.e. pumping up some lights even more) Feel free to add me on steam or on discord (Rump3L#8889) if you would like to test this level as well some time. Thats about it for now, thanks for tuning in!
    1 point
  19. i've been working on modeling a Volkswagen Combi T1 The plan isn't to make it a 3D model for a game engine or something like that, it's a model to 3D print. The challenge isn't much on the polycount or any sort of material, it's to make sure that each piece can be printed, is solid enough, can be assembled with the right tolerances ... It's a project I started with some friends before Covid but stopped a year ago, i'm going back on it to finish it. It's a miniature RC car (about 30cm long), controllable with a Xbox One gamepad. The goal is to make it fully open source. I haven't applied my modifiers on Blender and I hope to finish the project like that, to allow anyone interested to modify it with ease.
    1 point
  20. Roald

    Boulder

    I have been very subtle with the changes this time, but I think they will have a huge impact none the less. Go check it out: https://imgur.com/a/dezoaJR (album)
    1 point
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