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Showing content with the highest reputation on 07/10/2021 in Posts
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Aqueduct
Freaky_Banana and one other reacted to maxlevelboi for a topic
Ahoy, I am working on Aqueduct again The major changes: * The bombsites are connected to the supports of the Aqueduct, bringing the Aqueduct to the foreground instead of the background * Altering the map overall to detach it from the "This is a plain Dust2 copy" that it was branded as before * Actually using references this time The old release: https://steamcommunity.com/sharedfiles/filedetails/?id=600728667 Thank you for taking the time to read the post!2 points -
Battery
maxlevelboi reacted to Jim F Kennedy for a topic
G'day. I've been recently working on a classic 5v5 csgo map named Battery. This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw. Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations. What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten. Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it. Aiming for an early June release date, but considering the pace of things, probably even May. But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished. https://steamcommunity.com/sharedfiles/filedetails/?id=24018508921 point -
Alan Wake. It's wonderful. The atmosphere in the beginning is fantastic. I'm right after leaving the dinner cafe.1 point
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Battery
zombi reacted to Jim F Kennedy for a topic
So after sitting on my ass for the last few months, I've finally got a version of Battery worth releasing. Will show something soon...1 point -
Hello everyone! Hope you like honey! Because our new wingman map, Hive, has just gone live on the workshop. Set in a fictional research facility, the map pits teams in a fight over a new kind of bees that are said to produce the sweetest honey in the world. This has been a month long collaboration between me, @celery and @jakuza. We are happy with current quality of the map but there are still few things that we are trying to improve on. Some of the areas still need some smaller details, alpha sorting issues with glass brushes, lighting in some of the areas could be brighter. We are confident that those issues should be fixed in 2 weeks. Here are few screenshots from the map and I'm sure celery and jakuza will post some of their work from this project. Hope you guys like it! Workshop link Overview Bombsite T Spawn A Long Atrium Offices1 point
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Hi guys, if you are interested in the Oskmos' Insertion 2 map, there is a dedicated server in EU running it 24/7 - 217.11.249.84:27455 It will be running at least to 31.5.1 point
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How to break in the games industry - an insiders' guide
Pilot_01 reacted to leplubodeslapin for a topic
I feel like i can now share a bit about my experience on this topic. I had a weird profile, making maps was a hobby since I was a teenager, but I wasn't aware that video game schools exist and I went on another direction for my studies and beginning of career. I never lost that hobby though, and realized at some point that my skills at making maps could allow me to work on that field. From that point, I started to take it more seriously and learned stuff online as much as I could (thank you GDC) but didn't go to a videogame school and i had no pro exp on making a videogame. Another issue was that I was aiming at a company that makes SP games and at that point I almost only made MP maps (CSGO), and I don't even know anything else than Source (No UE4/Unity knowledge, no visual scripting, no model-only / modular world building ...). So ... the bet was risky but, as Grapen said, the only way to figure it out was to give it a try, at least I wouldn't be disappointed that I didn't try. What I did first was trying to build a portfolio that could convey things in my work that could be interesting for what I was aiming. Even if you're making MP maps, there are plenty of stuff you're doing that are similar to SP : building a layout, solving bottlenecks/dead ends problems, tricks to guide the player, make your map readable, easy to learn, create a theme and make it a believable space, script systems... Being able to show finished projects also helps to demonstrate that you can focus on something, iterate on it and bring it to its final state. Most of my previous profesionnal experience was useless for a LD position, but I've been on projects, I managed an industrial project and I worked with people for a few years ; this is valuable for a company if you know how a real-world project is handled and can bring knowledges and methods from another industry. I also worked on a SP map while my portfolio was being processed by HR, to be able to show one good piece of SP work. It worked, my folio catched the company attention and i'm asked to do a test (the usual process). I dedicated time for it, used some day off, and tried to stick to pillars and rules that I assumed the LD were following for the test. Being able to manage your time here is crucial, you don't want to make something too simple but you also want to finish it. It was tight, I decided to build it on Source (HL2:EP2) so I had the brushwork and entities systems known pretty well, but I had to create systems for AI (to allow stealth, which is inexistent on Half-Life 2) and mechanics (very few and simple). I was proud of my work but had no idea if it would be good enough. I just gave as much as I could into it. It worked, I got an interview. I was able to explain my intention, why i'm here and why is my profile weird. It went well. Interview is important to show your personality and communication skills. And after some time (a very long time actually ^^') I joined the company. The same way it has been told before on that topic, for a profile like mine it was kind of a bet for them : no profesionnal experience in that field and no school → You start with a Junior position or something close to that (at Arkane there's no official junior/senior levels but still, this is considered for the salary obviously). But in the end, i managed to adapt successfuly and got reevaluated after a year. Learning a modern engine wasn't that hard, it was pretty quick. Having tech LDs and being able to ask your colleagues for help accelerates things, but the same way I always did when I was doing this as a hobby, looking for things by yourself and trying to ask to the right persons helps tons too. I invested myself quite a lot into the project, so I am hoping it will be good so that I'll be proud of my first game! It's been quite a journey but I'm not thinking about my previous work at all and still find ways to use that knowledge/exp (for instance : at work with env artists, because i was a mechanical engineer so I know quite a lot about this, or on personnal projects where I can still do some stuff as a hobby this time, thanks to 3D printing ). So for now it's going fine ! Best of luck to other who want to "break in" the games industry !1 point
