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Method

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  • Job
    Level Designer
  • Location
    Mesquite, TX

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    http://www.methodonline.com

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  1. Thanks guys buddy the designer: Well at the moment, I'm working on Quake Live (Free Quake 3 Arena game) where my role is mainly gameplay, item and ad placement. So not much visually. Although next project (Next Quake Arena) is a whole different thing with ability to use stamps from id Tech 5 and go crazy in terms of visuals. You can take a look at The Rage trailer to see what id Tech 5 can do. http://www.gametrailers.com/player/23175.html -Method
  2. Thanks. Yan's Test was released for public. You can download it here: http://www.methodonline.com/yan_test.htm Meth_test is rather a bunch of rooms to test atmosphere and really is not worth releasing. I included most of my favorite textures in yan_test pak file. -Method
  3. Yan "Method" Ostretsov Level Designer, id Software -Method
  4. Hey, This is a design test for a game studio that I did in about a week and a half. Very stressful work given the limited time. Overall I feel like this is the best map I created from gameplay and visual point of view. I included lots of textures inside of the pak file for community use. Read the readme for more info. Download the map HERE. Feedback is welcome, -Method
  5. Quakis: Heh, funny you mention it. Spanish moss on the cables was inspired by the concept for Stalker's expansion Clear Sky: http://image.com.com/gamespot/images/20 ... een009.jpg http://static2.filefront.com/images/aausujvfwa.jpg -Method
  6. Thanks for the feedback guys. I realized that it's very hard to look at those shots with bright MapCore background, so take a look at the shots with solid black background: http://www.methodonline.com/temp/moss.htm At first I created 3 decals, but decided to simply create different diffuse maps (moss variation) for majority of the textures, which created a more solid look and better performance. -Method
  7. Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late texture thing for Doom 3/Quake 4 was moss (abandoned look). So here are several shots from my MP level: Here's what it was before. http://www.methodonline.com/temp/yan_test.htm Would like to hear if you guys like clean (heh, well sorta clean) or abandoned/mossy look. -Method
  8. Looks interesting [HP], gonna register and check it out. -Method
  9. D3ads: As one of RUST brothers, I will tell you no lie man. But I honestly think it would be wise for you to move on. I used to be the same with Kingpin, as you know. It was crazy to the point where original KP developers told me to move on and try new technology. The thing that you probably understood already is that with more time spent making maps you become limited with older engines. You can no longer create those cool areas or gameplay ideas due to poly, light and other limitations. Spend a month, but do make that jump to HL2. It's no longer those days when we had to figure out editor on our own, now there are so many tutorials that it wouldn't take you long to jump on the band wagon. Especially if you want to do that professionally, like Thrik mentioned. Plus switching to newer technology with less limitations, opens you up and helps you grow in skill drastically. -Method
  10. static07: I know of that book. Thanks. [HP]: Are there any videos say on creating hard surface textures or normal maps? -Method
  11. [HP]: Thanks. I don't work with UE3, but it's interesting to hear none the less. Is there anything more generic, that could be applied for other engines? Perhaps some videos on layout planning, texturing and lighting? -Method
  12. Sly Assasin: maybe this tutorial will be of help: http://www.methodonline.com/painted_tutorial.htm -Method
  13. Hourences: I know you don't like when people say it looks good, but rather want some nitpicking feedback that can improve a level. The way you used ivy that hangs off rocks is very sprite like. In gears the ivy has numerous planes that twist and create that dimension to it. Recently I was adding some ivy to one of my test levels and one of my friends suggested using two planes to give the ivy more dimension (one shorter than the other). Also possibly upping the res or remaking the texture will be good. GoW rule is make one very good looking asset and reuse it all over. Also I got a sense that some of your textures are much lower res than the ones used in gears such as 1024 x 1024 and 2048 x 2048. Overall level is shaping up nicely. You really got the understanding for warm and cool colors to establish an atmosphere. -Method
  14. Minotauro: I actually learned the "All Layers" trick from the Hard Surface tutorial by Steffan. The main thing about this tutorial is not All Layers, but the Pin/Vivid blending modes that could be applied to even evenly filled background. -Method
  15. If you don't like to model, then why not use photo reference and blend more images on top untill you're happy. How about these ones: http://www.cgtextures.com/textures.php?t=more&q=11667 Then follow the tutorial that has been posted here already: http://cgtextures.com/content.php?action=tut_normalmap Edit: Fixed typo. -Method
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