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FrieChamp

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  1. Sad
    FrieChamp reacted to Mitch Mitchell in Apex Legends   
    Quite possibly one of the worst games I have ever played, and I'm so old that I saw the original Star Wars in the cinema in 1977...yeah, I'm old...
  2. Awesome
    FrieChamp reacted to Soldat Du Christ in Apex Legends   
    Pathfinder main here, i love how NOBODY uses him, i consistently have him all to myself!
    I suspect this is because the grapple hook & zipline have a learning curve to them, combined with the fact that on the surface they don't seem that valuable. On top of that most people i matchmake with are surprised when they find out what his passive ability can do, most people don't even know how to use it.
    In summary Pathfinder not only lives up to his name as the best at guiding his team through the map with intel and macro re-positioning, but also as an individual unit his grappling hook gives him unparalleled re-positioning utility and speed which is extremely useful for running to respawn beacons,  getting high ground instantly during a fight to escape or 1-up the enemy, and also general reconnaissance. His ult has the fastest charge out of all the legends, use it to bring your teammates on top of towering buildings with you, or to set up a quick escape if you get surrounded.
  3. Awesome
    FrieChamp reacted to PogoP in Apex Legends   
    Forget what I said, I'm addicted to this game. And I'm apparently really good at it too, I dunno how. Got 3 wins the other night with 8+ kills average. 
    RIP PUBG.
  4. Like
    FrieChamp reacted to Zaford20 in Mapcore Introductions Thread   
    Well since this hasn't been updated since 2014, I'll be the first in years!
    I'm Zaford, short for Zach Ford. Previously went by ferret, dark ferret, von ferret, who cares ferret (jk). 
    Work at Gearbox, but looking to get back into some side projects so I'm returning to the old stomping grounds. I love NS2, even though its withering, so I might dabble in that.
  5. Like
    FrieChamp reacted to PogoP in Goals for 2019?   
    Happy new year all! I've not been checking Mapcore much recently but thought I'd jump on and see what everyone's up to.. I really hope you all achieve your goals this year.
    2018 was a great year for me.. I think. I struggle to see the positives sometimes! Anyway, I got married to my girlfriend of 10 years... We bought our first house, got a bloody DOG (who I love to bits. shes seriously just gorgeous and so friendly to everyone. She melts our hearts all the time!)... Work is really good fun though it can be hard to get motivated when working from home. But what I'm really chuffed with from a game dev standpoint is the fact that I finally started to learn blueprints in UE4, and I'm making my own little retro shooter. Hopefully one day I can release it, but I'm taking it one step at a time. I haven't had this much fun doing games stuff in... well, I can't even remember how long. It feels like a new world of things to explore!
    So, in 2019, here's what I want to do:
    Make lots more progress on my game. I'm not sure what's feasible really, but I think I can release a short demo online, towards the end of the year. Make more friends in my local area. We moved somewhere new, and live in more of a suburban neighbourhood in a smallish town, so I need to get out of my comfort zone and meet new people. Keep in touch more with old friends. God, I'm terrible at this. I had a pretty bad experience with some old school friends back at University (I was pretty depressed and didn't want to go home to hang out with them all, so I think they took it as me not liking them? Dunno, it was all a bit unresolved), and it kinda shook me a bit and I find it much easier to retreat into solitude rather than hang out. I need to sort this, and I've already made plans to meet up with Uni mates this year. Look after my mental health a bit more. I think I've suffered with depression for a while. Perhaps not a chemical imbalance (I don't want to try anti-depressants), but I think I would benefit from going to therapy. So that's something I'm going to do this year, see a therapist. Fuck knows what my issues are but maybe they'll come out when I'm there Look after my physical health. I gained a bit of weight this year due to various stresses, so I want to work out a little more. Play more piano. I finally got my piano back from home and brought it to my new house.. Need to practice more and get back up to my old standards! Write music. I think I'll write music for the game I'm working on, which is pretty exciting. No idea where to start Anyway, that's it I guess! Hope you're all good guys
  6. Awesome
    FrieChamp reacted to dux in Subnautica   
    It's free on Epic Store for the next 2 weeks
    https://epicgames.com/store/en-US/product/subnautica/home
  7. Like
    FrieChamp reacted to dux in Subnautica   
    Mapcore feels kinda dead or we're all too busy making games these days to post much anymore but Subnautica is out on consoles for the 4th of December if anyone wants to play it on that platform.
    https://unknownworlds.com/subnautica/consoles/
    We won 2 awards at the Golden Joysticks too. Pc Game of the year and Breakthrough developer.
    And we're working on a new expansion too called Below Zero.



  8. Like
    FrieChamp got a reaction from maxlevelboi in Best 3d models marketplace?   
    Not sure if human or just clever bot...
  9. Like
    FrieChamp got a reaction from El_Exodus in Best 3d models marketplace?   
    Not sure if human or just clever bot...
  10. Like
    FrieChamp got a reaction from Mitch Mitchell in Fallout 76   
  11. Like
    FrieChamp reacted to dom in Bonfire Studios - Senior 3D Environment Artist & Lead Level Designer - Fulltime | Orange County, CA   
    Hey everyone,
    Bonfire Studios is currently hiring people to form the core nucleus of our company and help define our first IP. All roles are full-time and located in Costa Mesa, California. Please visit our careers page for a list of open positions. 
    http://www.bonfirestudios.com/careers
    We're actively looking for a Senior 3d Environment Artist  and a Lead Level Designer to help us shape our original IP. 
    You should have shipped multiple AAA titles and have an exceptional portfolio. We are seeking:
    Good humans with good hearts People who strive for excellence in everything they do People brave enough to make bold decisions on behalf of Bonfire Studios Those who thrive without micro-management, and who know that with this freedom comes great responsibility Passionate gamers who know and love fictional worlds People ready to tank any challenge, big or small, whether or not it’s in their job description. At Bonfire, we all do whatever is necessary for the team to succeed People with different experiences and different points of view. We are always looking for new perspectives  
    Thanks for looking. Please do not hesitate to reach out if you have any questions.
    Dom Qwek
    www.bonfirestudios.com

  12. Like
    FrieChamp got a reaction from Radu in Overkill's The Walking Dead   
    It might still be a bad game (don't know - haven't read up on it much) but reading the first sentence of that article told me all I needed to no about the quality of this preview.
  13. Like
    FrieChamp got a reaction from dux in Overkill's The Walking Dead   
    It might still be a bad game (don't know - haven't read up on it much) but reading the first sentence of that article told me all I needed to no about the quality of this preview.
  14. LOL
    FrieChamp got a reaction from blackdog in Overkill's The Walking Dead   
    It might still be a bad game (don't know - haven't read up on it much) but reading the first sentence of that article told me all I needed to no about the quality of this preview.
  15. Like
    FrieChamp got a reaction from FMPONE in Overkill's The Walking Dead   
    It might still be a bad game (don't know - haven't read up on it much) but reading the first sentence of that article told me all I needed to no about the quality of this preview.
  16. Like
    FrieChamp got a reaction from Squad in Level Design 'Side Hustles'   
    I remember @seir tweeting that he has begun work on a book. If you get your CSGO map in an operation, Valve is giving you a cut, I think? Not as profitable as the cocaine trade side business that @FMPONE is running, but maybe worth trying...
    You could also start making videos or do a podcast about level design. I don't think you'll get rich doing that (be it through ads or a patreon) but at least you can manage your time easier doing that than when signing up for side gigs as a freelance level designer.
  17. Like
    FrieChamp got a reaction from PaulH in Level Design 'Side Hustles'   
    I remember @seir tweeting that he has begun work on a book. If you get your CSGO map in an operation, Valve is giving you a cut, I think? Not as profitable as the cocaine trade side business that @FMPONE is running, but maybe worth trying...
    You could also start making videos or do a podcast about level design. I don't think you'll get rich doing that (be it through ads or a patreon) but at least you can manage your time easier doing that than when signing up for side gigs as a freelance level designer.
  18. Awesome
    FrieChamp reacted to Minos in Crysis   
  19. LOL
    FrieChamp reacted to ┌HP┘ in Red Dead Redemption 2   
  20. Like
    FrieChamp reacted to esspho in The Door Challenge - 2018 - Submission Thread   
    Name: Stefan Vorwerk
    Story: To open the Door, the player has to go on a little quest.
    Engine: Source SDK (csgo)
    Download Link: https://drive.google.com/file/d/1SEnY4HCES2hgf4hP4gzzS3m22VdF82Oc/view?usp=sharing
    Screenshots:

    Video link: 
     
     
  21. Awesome
    FrieChamp reacted to tomm in The Door Challenge - 2018 - Submission Thread   
    Name: Tomas Vanya
    Story: You were partying too hard and got thrown out of the night club but the party isn't over yet.
    Engine: UE4
    Download Link: https://drive.google.com/uc?id=1t7iOJHpVDhRxGPiSpCUzfPIwSOvPttis&export=download
    Screenshots:


    Video link: 
     
  22. Like
    FrieChamp got a reaction from blackdog in UE4 and Blender - BSP style is a must   
    I think a good LD should be able to tell when it makes sense to use a tileset or brushes (while still adhering to an agreed grid system) for blockouts. It makes sense to use tilesets when you are going to build 50 corridors or rooms that are going to be very similar in style. But you will find yourself constrained when it comes to hero locations or locations that require an architectural style that the existing tileset(s) was not built for. 
  23. Like
    FrieChamp got a reaction from Mitch Mitchell in UE4 and Blender - BSP style is a must   
    All of the above is basically true albeit heavily simplified. In practice, you will find that a collaborative process where Art gives feedback at a much earlier stage will save you lots of time and work in the end.
  24. Like
    FrieChamp got a reaction from blackdog in UE4 and Blender - BSP style is a must   
    All of the above is basically true albeit heavily simplified. In practice, you will find that a collaborative process where Art gives feedback at a much earlier stage will save you lots of time and work in the end.
  25. Awesome
    FrieChamp reacted to Mitch Mitchell in UE4 and Blender - BSP style is a must   
    Paragraph by paragraph...
    In my humble opinion, there are two jobs (not roles) when levels are being created that are critical. The level designer and the environment artist. One is functional, and one is formative. They are both, however, at the whim of the game constants defined by the game designer. So, the games designer says 'this is how long it takes for the player-controlled actor to go from A to B' and 'this is how strong the gravity is on them...and how tall they are etc etc etc' all of the 'universal constants' for which the player will be effected and affected by.
    From there the level designer, with these constants in place, can get to work on designing the levels/maps for blocking out. After this is complete, then the environment artist takes it over the finish line as, no more testing needs to be done, and they are obviously supervised/managed by the creative director, who in turn overseas everything audio and visual, including marketing material (sometimes).
    With that in mind, UE4's GEO tool (MK1) is not meant for final work, it is meant for final analysis prior to modelling work and the internal round-table discussions. It is functional, not formative.
    Your second paragraph...
    If you use a standard character (2 metres high?) and use UV scaling on the default material of 4-8 for BSP surfaces, in BOX alingment, I have found this pretty much makes stuff look within the realm of 'correct'. In addition, you can set/alter the FOV to something closer to the level design of/for the intended game. You can also drop a camera into the level and take a screenshot using a variety of camera options, like perhaps using a 2.35:1 aspect ratio and with a very shallow DOF, if that's your thing. You can use nVidia Ansel as a plugin, too, so get the full-on 3D shot for uploading/sending to peeps. Funky stuff.
    You could of course continue to use Hammer ét all and use HammUEr plugin to bring your brush-work and custom materials directly into UE4. It works pretty well, especially if you use power of 2 in the project/editor options versus the base10 math that UE4 uses as default (I believe) for the UV/Grid of the BSP. I will defer to others here if I'm wrong on that.
    Another option is the WallWorm Pro plugin for 3DMax, combined with the Unreal Studio Datasmith plugin(s) - this is all high-end stuff, and you just gotta get to the point where you are happy with something.
    If all you want to do is build maps in Hammer and bring them into UE4, then HammUEr is your goto point. If you want to build in 3DMax and import into Hammer/Source SDK, then Wall Worm. If however, you just want to build solely in UE4 (and no other programs) for form not function, then I could argue you are more of an environment artist than a level designer. I'm not sure whether I would win that argument, but I could argue that point. If that is the case, then (fortunately) Epic Games are working GEO MK2, which is essentially a 'mesh component static mesh creation tool' for UE4. Having played with the GitHub variants of this, it does have some work needing doing before it releases, but the framework is there for (basically) 3D modelling inside of UE4.
     
    Just a PM ramble before I go for my afternoon walk and nap, so if any of this comes across as a bit snooty - I apologise. 😎
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