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seir

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  1. Like
    seir got a reaction from Lizard in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  2. Like
    seir got a reaction from Rump3L in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  3. Like
    seir got a reaction from Interfearance in [UE4] Slipgate Complex Remake   
    Thanks! You're right about the railings. I wanted to prepare a square-shaped model but I was not sure. I'm on it!
  4. Like
    seir got a reaction from leplubodeslapin in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  5. Like
    seir reacted to blackdog in [UE4] Slipgate Complex Remake   
    Interesting project!
    I can see the aspects of the geometry you are emphasising and curious to see when everything is skinned and properly lit.
    I am a bit skeptical of the railings which I think make the environment veer toward the “generic Unreal env”. As it is it makes me think more of Unreal 2/UT3 than Quake.
    Curious to see the evolution!
  6. Awesome
    seir got a reaction from TECHNICKER in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  7. Awesome
    seir got a reaction from CaptainCam in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  8. Like
    seir got a reaction from Freaky_Banana in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  9. Like
    seir got a reaction from esspho in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  10. Like
    seir got a reaction from a Chunk in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  11. Like
    seir got a reaction from Interfearance in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  12. Like
    seir got a reaction from Minos in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  13. Like
    seir got a reaction from Radu in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  14. Like
    seir got a reaction from Squad in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  15. Like
    seir got a reaction from TelaF in [UE4] Slipgate Complex Remake   
    Hi Mapcorians!
    I wanted to show you the progress on my Quake 1's E1M1 "Slipgate Complex" remake in UE4. I'm focusing on a set of first few rooms, adding more fidelity into walls, some background environment story into it, etc.
    I'm trying a modular approach that is based on 1x1x1m volumes that "reserve" space for the building block. This method applies only to building geometry (walls, floors, ceilings). I also look for the amount of details in this corridor.
    Here's how it looked like in Q1:



  16. Like
    seir got a reaction from AlexM in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  17. Like
    seir got a reaction from dux in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  18. Like
    seir got a reaction from Radu in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  19. Awesome
    seir got a reaction from Logic in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  20. Like
    seir got a reaction from FMPONE in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  21. Awesome
    seir got a reaction from Squad in LEVEL-DESIGN.org Videos - A podcast about theory of level design   
    Hi guys, 
    I finally found time to record the first episode of LEVEL-DESIGN.org Videos. In this episode, I talk about a really important design principle I use: Familiarity. Here's a link to the video page:
    http://level-design.org/?p=3377
    I already prepared scripts for the next episodes but I have no idea when my private life will let me record it  
    Anyway, enjoy the show and let me know what do you think!
     
  22. Like
    seir reacted to Pericolos0 in Overwatch   
    TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
    Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: 
    This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
    There's a story like this for pretty much every overwatch map
  23. Like
    seir got a reaction from TECHNICKER in De_cache WIP (new version)   
    I'm starting to like soft lighting from Soure Engine but the interiors look the same bright as the outdoors. I know it's multiplayer and visibility is very important but a bit darker indoors would be awesome. Would be?

    Still it's amazing job, good luck with the release!

    EDIT:
    Oh, and the plants under the ceiling are a bit "no way" to me. If there's such a big plant there should be more light/hole to provide water/ground somewhere there. See:


  24. Awesome
    seir reacted to grapen in Mapcore Job Census   
    I've been hired as Junior Level Designer at Fatshark Games. 
  25. Like
    seir reacted to Froyok in Mapcore Job Census   
    It has been a while since I visited Mapcore, however now I can be part of the list !
    So maybe it's time you guys add an "Allegorithmic" section.... 😁 (You can add me as a Technical Artist / Product Designer.)
    By the way, Kikette is also working at Allegorithmic now (as a Technical Artist I believe). (Geoffrey “Kikette” Rosin)
     
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