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marnamai

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  1. Like
    marnamai got a reaction from catfood in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  2. Like
    marnamai got a reaction from the0rthopaedicsurgeon in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  3. Like
    marnamai got a reaction from Plat in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  4. Like
    marnamai got a reaction from SotaPoika in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  5. Awesome
    marnamai got a reaction from blackdog in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  6. Like
    marnamai got a reaction from CWardee in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  7. Like
    marnamai got a reaction from jd40 in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  8. Like
    marnamai got a reaction from Comfort Jones in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  9. Like
    marnamai got a reaction from will2k in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  10. Like
    marnamai got a reaction from SirK in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  11. Like
    marnamai got a reaction from GrillusRetardus in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  12. Like
    marnamai got a reaction from Jeddyk in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  13. Like
    marnamai reacted to Mickael Godard in Ubisoft Berlin may be looking for you.   
    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
  14. Like
    marnamai reacted to blackdog in [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.
  15. Like
    marnamai reacted to FMPONE in [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.
  16. Like
    marnamai reacted to Klems in [HL2:EP2] FusionVille release   
    RunThinkShootLive is organizing Half-Life 2: Episode Two Level Design contests throughout the year, and the last contest of 2017 just ended!
    Lots of people at MapCore are making HL2 maps! Go download FusionVille here: https://www.runthinkshootlive.com/posts/fusionville/
     
    Raid, by @crowbAr



     
    Wake up and run, by @leplubodeslapin



     
    A Hero Once More Pt2, by @marnamai



     
    The Shadow over Ravensmouth, by @Klems



  17. Like
    marnamai reacted to kikette in Dishonored : Death of the outsider // Curator and ghost town   
    That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise.
    Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc.
     
     
    2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =)
    3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.)
    4) It isn't the case since each building is already mount in the engine before the "final" art pass  About the Content Lock down, you just have to make your request before it. If not, too bad ahah !
    5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine :'( :'( :'(  
     
  18. Like
    marnamai reacted to El Moroes in Dishonored : Death of the outsider // Curator and ghost town   
    Well...thanks @kikette for the answers ^^ 

    Just a point about your last question : there was 1 "owner" by level. 
    The other architects helped  the "owners" by making a pass of details, optimization, lighting,...
    From the beginning to the end, I think we worked 8 months on this project (from prototyping to the finished levels).
  19. Like
    marnamai got a reaction from 'RZL in Dishonored : Death of the outsider // Curator and ghost town   
    @El Moroes Can you elaborate a little on the workflow?

    Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level?

    1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay)
    2) What are the benefits of blocking out in an external 3D tool vs in-editor?
    3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor?
    4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)
    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
  20. Like
    marnamai got a reaction from Radu in Dishonored : Death of the outsider // Curator and ghost town   
    @El Moroes Can you elaborate a little on the workflow?

    Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level?

    1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay)
    2) What are the benefits of blocking out in an external 3D tool vs in-editor?
    3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor?
    4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)
    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
  21. Like
    marnamai got a reaction from FMPONE in Dishonored : Death of the outsider // Curator and ghost town   
    @El Moroes Can you elaborate a little on the workflow?

    Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level?

    1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay)
    2) What are the benefits of blocking out in an external 3D tool vs in-editor?
    3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor?
    4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)
    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
  22. Like
    marnamai reacted to kikette in Dishonored : Death of the outsider // Curator and ghost town   
    Hey Marnamai ! From what i Know, I think that BSP is still used but only for Trigger area. Our Architects directly works their blockout with Maya and then imports modular pieces inside the engine and this is what we get, as Environment artist, to work with  Moroes could tell better than me about this process.
    As far as Void engine is Id tech based, we re wrote around 95% of the source code ahah !
  23. Like
    marnamai got a reaction from kikette in Dishonored : Death of the outsider // Curator and ghost town   
    Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?
  24. Like
    marnamai reacted to kikette in Dishonored : Death of the outsider // Curator and ghost town   
    Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you  If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer
    Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them.
    On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues  
    I'll certainly update this topic with new pics when they'll be ready.

      Enjoy  

    -_-_-_-_ Curator -_-_-_-_-
    Architecture design by Valentin "3dnj" Levilain 

     

     

     


     









     
     
    -_-_-_- Ghost town -_-_-__-_-
    Architecture design by Christophe Lefaure
     














     
     
     
     
     
  25. Like
    marnamai got a reaction from Joy in WIP in WIP, post your level screenshots!   
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