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knj

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    knj reacted to FMPONE for an article, Reddit + Mapcore CS:GO Mapping Contest Finalists Announced!   
    (Art by Thurnip)
     
    Contest finalists have been chosen!
    Before announcing our finalists, we want to thank everyone for participating and giving your feedback: with over 150 entries, this event has thus far exceeded expectations in every way.
    We strongly considered adding an “honorable mentions” addendum to this announcement, but realized there were simply too many maps which came extremely close to becoming finalists, lacking only one of our “big three” judging criteria components.
     
     
    Now, without futher ado…
     
    THE FINALISTS:
    (in no particular order)
     
    DE_ROYAL
    By Jakuza

    Workshop Link
     
    DE_EMPIRE
    By Andre Valera

    Workshop Link
     
    DE_BOURG
    by Klems

    Workshop Link
     
    DE_COAST
    By Ornate Baboon

    Workshop Link
     
    These exciting levels exhibit competitive potential, excellent visual presentation, AND a satisfying level of polish, making them truly strong representatives for our talented community. As finalists competing for the grand prize, the authors of these levels will be able to update their work based on your feedback, including fine-tuning their competitive layouts using public playtesting over on Reddit. Let's support them on their journey!
    To check out the excellent prizes awaiting our finalists (including money prizes + official Valve merchandise), click here.
     
     
     
    Congratulations, finalists!
    ...but who will be the Grand Prize Winner? Find out September 30th.
     
     
     
     
    P.S. – To all our wonderful participants: don't despair. Level design is an art to be pursued for its own sake, and brilliant work should always be celebrated and studied. Additionally, Valve has consistently supported CS:GO community mapping, and Valve Operations remain a lucrative and thrilling opportunity for community mappers such as yourself. Valve’s criteria for Operations can be found here.
     
    "Never give up." - Hurg

  2. Like
    knj reacted to FMPONE for an article, 2014: MapCore's Year in Review   
    Overview of 2014's articles We published a ton of high-quality, original content in 2014. Take a look — you might spot something you missed!
     

    By KNJ
     
    Interview with Mateusz 'seir' Piaskiewicz, Techland Senior Level Artist
    4,100+ reads
    Interview with Rosin 'kikette' Geoffrey, Arkane Studios Environment Artist
    6,700+ reads
    Deus Ex: Human Revolution scene interview with KNJ
    6,800+ reads
    Virtual Reality: The Final Platform
    5,300+ reads
    Interview with Francois 'Furyo' Roughol, BioShock Infinite Level Designer
    6,200+ reads
    Interview with Thibault 'dkm' Courbet, Wolfenstein: The New Order Level Designer
    6,600+ reads
    Interview with Lenz 'penE' Monath, Environment and Lighting/VFX Artist
    3,900+ reads
    Interview with Thiago 'Minos' Klafke, Blizzard Environment Artist
    7,600+ reads
    Interview with Paul 'PaulH' Haynes, Homefront: The Revolution Senior Level Designer
    5,000+ reads
    Korath: The Witcher Saga scene interview? with Krzysztof 'Tepcio' Teper
    3,700+ reads
    Level Design in The Last of Us: Part One, Part Two, Part Three
    13,500+ reads (all parts)
      Contests and challenges Even better, MapCore continues to thrive as a close-knit community. We collaborated, playtested one another's work, and inspired eachother. Thanks to RZL for his great work organizing Counter-Strike: Global Offensive playtests. SpronyvanJohnson also did a great job organizing MapCore contests, where users pushed themselves to improve their skill set.
    We had a fantastic contest and two thrilling challenges, all of which received unprecedented levels of support and engagement. You can relive the action here:
    Quake 3 15th Anniversary Contest
    CS:GO Sticks Mini Texturing Challenge
    By Min0s
    New logo and branding For the first time since the forums were established in 2003, 2014 saw the introduction of professional-grade branding, which was brought to life by our very own Arthur de Padua (AKA Thurnip), including a wonderful new logo! We also set up a small store for those wishing to spread the wonder of MapCore throughout the world, complete with Arthur's beautiful new designs, and we'll be updating the store with even more new products based on your feedback very soon!
     
    New logo and branding by Thurnip
     
    Babies! MapCore kids were also born in 2014! ...God help us all. A huge congratulations to Skjalg and SpronyvanJohnson for their ultimate creative projects: bringing new life into the world. If we missed anyone, let us know in the comments so we can add you!
     
    By 2-D Chris
     
    Employment As a community, MapCore has always been a mixture of veteran game developers, aspiring amateurs, and plain ol' gamers. One of the best parts about that mixture of experience-levels is when one of our members gets an awesome new job within the industry. In 2014, we got a LOT of great news on that front.
     
    Martin "Sentura" Colith - Level Designer at IO Interactive (Copenhagen, Denmark)
    Al "Intelect0" Anselmo - QA Tester at Top Free Games (Sao Paulo, Brazil)
    Lenz "penE" Monath - Environment Artist at Yager (Berlin, Germany)
    Oskmos - FX Artist at DICE (Stockholm, Sweden)
    Morten "Mazy"Hedegren - Game Designer at Brain+ (Copenhagen, Denmark)
    Skjalg "Skjalg" Sturlasson Maehre - Programmer at Megapop Games (Drammen, Norway)
    mr.P - Senior World Designer at Avalanche Studios (NYC, NY, USA)
    Pete_H - Game Designer at Gameloft (Barcelona, Spain)
    Jobye-Kyle "deceiver" Karmaker - Level Artist at Ubisoft Toronto (Canada)
    Alex "AlexM" McGilvray - Build/Tools Engineer at United Front Games (Vancouver, Canada)
    Alexander "Taylor" Taylor - Game Designer at Space Ape (London, England)
    Kacper "knj" Niepokólczycki - Environment Artist at CD Projekt Red (Krakow, Poland)
    John "Ginger Lord" Crewe - Senior Technical Designer at Cloud Imperium Games (Manchester, England)
    Paul "PaulH" Haynes - Senior Level Designer at Deep Silver Dambuster Studios (Nottingham, England)
    Toni "SotaPoika" Seppänen - Junior Level designer at Next Games (Helsinki, Finland)
    Austin "Setin" House - Designer at Escalation Studios (Dallas, Tx, USA)
    Richard "KoKo5oVaR" Malinar - Environment Artist at Krysalide (Lyon, France)
    Mateusz "seir" Piaskiewicz - Designer at Treyarch (Santa Monica, California, USA)
    Jason "General Vivi" Mojica - Senior Level Designer at Overkill Software (Stockholm, Sweden)
    Will "Vilham" Josephy - Senior Level Designer at Cloud Imperium Games/Foundry 42 (Manchester, England)
    Chris "2d-chris" Kay - Senior Level Designer at Epic Games (Cary, NC, USA)
    Liam "PogoP" Tart - Environment Artist at The Creative Assembly (Horsham, England)
    Matthew "bawwwcas" Barcas - Level Designer at Pure F.P.S. (Los Angeles, California, USA)
    Francois "Furyo" Roughol - Senior Mission Designer at Sucker Punch Productions (Bellevue, Wa, USA
    Friedrich "FrieChamp" Bode - Level Designer at Goodgame Studios (Hamburg, Germany)
     
    Our members' success rate at having their content (gun skins, maps) added into Counter-Strike: Global Offensive also continued to be astronomical.
     
    By Furyo
     
    Wrap-up At the end of the day though, MapCore has always been about one thing: sharing work in progress, receiving feedback, and learning from one another. In 2014, MapCore's WIP threads buzzed with life and activity, and our 2D and 3D forums were a goldmine of beautiful work, interesting ideas and fun experimentation.
    Our community is working better than ever, and 2015 should mark even further progress in the growth of this awesome forum.
     
    By Kikette
     
    SpronyvanJohnson's map given feedback in the form of an overpaint by Seir
     
    By penE
  3. Like
    knj reacted to Thrik for an article, Introducing MapCore's new logo and store   
    Designed by professional designer Arthur de Padua (AKA Thurnip), the new logo was developed over a period of many months and incorporates some of the successful themes that came up during the logo design contest we had some time ago. Unlike the existing logo which only existed as a low-resolution render, this one is perfectly crisp and comes in numerous formats suitable for print — allowing us to finally offer high-quality merchandise.

    So, head over to the MapCore store if you want to show your MapCorian allegiance in public! All items come as a 'Regular Edition' (no profit for MapCore) and 'Donation Edition' (£5 profit that goes towards MapCore hosting/development costs).

    We're currently offering a small but carefully designed selection of products. Once we make sure everything's running OK and we don't need to change vendor for whatever reason, more products will be added. We'll also soon be adding a way for you to donate while receiving a small token of appreciation (e.g. a sticker that can be bought for £5, £10, or £20) for those who want to support us but don't necessarily need or want a T-shirt, etc.

    If you buy anything, be sure to post some photos for us to look at! I have some orders on the way, so will create a thread for such snaps if nobody else beats me to it. If you'd love to buy something but the item you want isn't available, don't hesitate to leave a comment or get in touch with me — I'm happy to build up the products based upon what people want.
  4. Like
    knj reacted to FMPONE for an article, Operation: Payback, First Hand   
    The first map-pack for Counter-Strike: Global Offensive (CS:GO) was launched by Valve in the Spring of 2013. It was called Operation: Payback, and consisted exclusively of community-created maps. I'm often asked about my experience as a map-maker whose work was featured in the promotion. And just recently the sequel to Operation: Payback was launched — Operation: Bravo.
    What's the objective of these "Operations"? I would describe them as Valve’s way of supporting custom mappers. If you've ever purchased a map-pack DLC for games like Call of Duty, you sort of know the drill... but the crucial difference between a typical commercial DLC and what Valve is doing, is monetary proceeds from each Operation go to community members. And community members are making some serious coin: well over $180,000 dollars was raised throughout Operation: Payback’s five-month season. That's a HUGE reward for mappers, which is having a real impact on our lives. Any fan of gaming and game development done the right way should not miss their chance to support Operation: Bravo.
     

     
    But what if you don’t play CS:GO?
    First, I would suggest you give the game a shot, since that’s the only way you’ll get a chance to check out my newest maps, which (full disclosure!) were included in Bravo. CS:GO is typical Counter-Strike: it's really addicting... in a good way! Secondly, Operation: Bravo means more than just eight brand-new maps for people to play. Historically, Valve has always tried to provide a financial incentive for artists and designers to make custom content for their games (we saw this in Team Fortress 2 for instance, where some folks were taking home as much as $100,000 yearly just from making hats). At this point, it’s clear that you can earn money by making stuff for Valve titles. What might not be obvious is how bold Operation: Bravo actually is, even compared to what we've seen before.
    Bravo is intimately connected to the case-drop system recently unveiled for CS:GO. What that means is that by buying a Bravo pass, you increase your likelihood of obtaining cases which can be opened to obtain rare items, or simply sold on the marketplace for a profit. At initial launch, Bravo cases were going for as much as thirty dollars. It sounds ridiculous, but it seems likely that for most players, Bravo will tend to pay for itself. Welcome to Steam-land!
     

     
    Valve's unprecedented support for custom content is a big reason why I wanted to get heavily involved with mapping for the new Counter-Strike, even before I knew much about the game. I was confident that big things were on the way. But Valve — and the community — delivered beyond my expectations. So, why should you join thousands of others in supporting Operation: Bravo? I think there are three key reasons:
     
    1) As graphics get exponentially better, custom content becomes that much more challenging to create. More knowledge, experience, and personal sacrifices are required of designers and artists.
     
    2) In the past, innovators have created some of your favorite maps and games.
     
    3) Valve is paying close attention. Send them the unambiguous signal that you will support their newest effort to reward content creators.
     
    As for myself, I'm in law school. At my school, students should budget for a debt load in the area of $60,000. So far, thanks to Valve and the community’s generosity, I have received almost $18,000, putting a serious dent in my debt. By the end of this year, thanks to Bravo, that figure is likely to grow substantially...
    From a designer's point of view, from the moment that my map was included in Operation: Payback back in April, it instantly attained a higher public profile than ever before and received more play than ever before (including substantial play from CS:GO's developers -- which is pretty special). It's difficult to describe the stress, fascination, and thrill you experience watching a crowd of gamers running around a level you created. Basically, it made me prouder than ever to do what I do.
    I was also incredibly grateful that Operation: Payback enabled me to reward the artists (3Dnj and penE) that I had collaborated with. Because of the well-known Counter-Strike brand name, as well as the money I earned, I was also able to include my friends and family in my creative endeavors more than ever before. All the kindness shown by Valve, the community, and folks sending me Steam messages of congratulations and enthusiasm (and yes, questions about how much I earned) was both touching and invigorating. Now I'm dreaming about levels more than even I'm accustomed to.
     

     
    So, that's my perspective... but keep in mind I'm just one of the people this promotion uplifted. I hope you agree that Operation: Bravo empowers the community and provides serious income (not to mention resume pedigree) for map-makers. In closing, please consider supporting Operation: Bravo!
  5. Like
    knj reacted to FMPONE for an article, Making a Map: CS_Museum   
    The creation of a map begins with an idea.
    In the case of my most recent project, CS_MUSEUM, I needed a basic look which would resonate with players immediately. The thought of making a Museum worked… it was a simple one, it had been done before (although this wouldn't be a re-make of the classic DE_MUSEUM by Theropod-X). Players would understand a Museum environment, and it fit in the Counter-Strike world.
    Forming a map’s final look is complicated, though, and requires thought about what kind of architecture, colors, and lighting you – an artist or level designer – will pursue.
    I’d been playing a lot of the classic map CS_OFFICE, which requires players to storm into close quarters for indoor combat. That kind of game-play is fast and unforgiving, I dig the kind of matches it creates. CS_ASSAULT, I shouldn't forget to mention, is another great map that defines the "siege a building and rescue the hostages" genre. Actually, most of my favorite CS_ maps including Militia also foster similarly dynamic games that challenge you to be sneaky but also use brute force to accomplish your objectives.
    So, I set out to make a hostage rescue map like Office and its kin. Studying prior maps is a good way to establish what works well, and avoid what doesn't.
    One other map that influenced my thinking: CS_CABARET by Alex Roycewicz.
    Cabaret is a great map — it got Alex a job at Infinity Ward long prior to that illustrious studio being kicked in the nuts super hard by mega-publisher-that-will-remain-unnamed.
    It was from Cabaret that I basically ripped off the front of Museum... with a few changes.
    In truth, though, I had some bones to pick with Cabaret.
    Unforgivably, there was no sense of vertical space on the outside of the strip club. Also, while the building exterior is convincingly rendered, the overall space is too geometric: everything seems to face the viewer on an imaginary grid, which is no coincidence, that’s how the Hammer editor encourages people to make maps.
    Cabaret on the grid:
    Museum screws the grid:
    If this analysis is starting to sound harsh, it’s worth noting that Cabaret was one of the best custom maps of its time, so this is more of a modern critique of older game art.
    As is often the case with older game art, most of the limitations or flaws obvious to modern eyes were not the creator’s fault: Hammer around the era of Counter-Strike: Source (for which Cabaret was made) did not have all the technology I made use of for Museum. One example is “instances” (the pale green elements in the overview above) which are brushwork more akin to models than typical brushwork, because they can be rotated “off the grid” and not cause compilation problems normally associated with brushwork which is off the grid. Thanks to instances, I was able to rotate buildings to achieve a more natural, organic look — such as this bridge:
    In order to actually create the specific buildings in the map, concept art and photographic references were key.
    Here's an explanation of the Museum front.
    End product:
    First iteration:
    Reference photograph:
    The most pertinent point to make here is the difficulty of knowing when a photographic reference is valuable, and what makes it valuable. To explain this in extreme detail might be delving into an area of “talent”... or it might be worth the subsequent explanation I’ll now provide. In any case, this should explain my process.
    The best photographic references share one crucial element: readability. Complex buildings such as the one above, if they are to be useful for our purposes, must be able to be broken down into clean, clear shapes. I was confident using the logic explored in the line-work above (I did this part in my head), that the building could be broken down and translated successfully.
    The building begins to take shape, with the red lines becoming props. When using Hammer, what becomes a prop and what remains brushwork largely comes down to the default assets you have to work with.
    Talented 3D modelers have their choice of creating new content, but their time is precious and each art asset is an investment, so even then it’s best to think about default materials and their role in your work.
    This lovely picture inspired the placement of the obelisks, and secondarily the pond on the right of the Museum.
    Using concept art and photos in conjunction with my imagination, I had derived a basic visual identity for the map:
    Obvious reference: the Brooklyn bridge; non-obvious reference, this lovely piece from Deviant Art:
    Making a map is about looking at the world around you and seeing something inspiring enough to create a desire within you to render it and mold it for your own purposes.
    By this point in time you may be shouting IT’S A MAP – TALK ABOUT THE GAME-PLAY, TALK ABOUT THE GREY-BOXING YOU FOOL! …and, while the playability of Museum ended up better than I could have imagined, there is no glory in my process for that particular aspect of the map. Uh oh, he’s gonna say he didn’t grey-box it, isn’t he…
    First, the excuses: previously, I'd recreated the Natural Selection 1 map NS_VEIL for NS2, based solely upon my own literal eyeballing of the geometry, without any scale-guide, in a different editor and a different unit system. To put all that gibberish into other words, I’d done nothing for two months other than study the rigid grey-boxery of another mapper, then spent another 10 months making that geometry fit into the context of a new game and engine. I’d worked with fastidiously organized layers, done everything by the book, guv, I swear.
    While important for a commercial product, that experience had temporarily tired me somewhat of the (smarter) formalistic approach. As a result, no substantial grey-boxing would take place for Museum. Manic energy took the place of “rules” and “common sense”:
      Basically, I was creating stuff I thought looked cool, not getting terribly fussed about what direction it would all head. This is the way newbie mappers work, or idiots, or both… but it can be done if you’re smart about it.
    Certain things can’t be bullshitted around, though: your map must be in proper proportion to the players, and it must maintain sensible sight-lines considering the game type. You need to know the game you’re making the map for, and know it well.
    So working free-form has its advantages, creating a whimsical sense of liberation in the budding mapper. It comes at big costs to him, though, in other aspects. This open doorway, and the entire route it signified, never made it into the final product. People have noticed its conspicuous absence, however, to the point that it may make it's return soon enough.
    Working toward a result, with certain restraints in mind, but willing to cut: my method for Museum.
    Mistakes were made. Certain areas violated basic good-practice principles, such as this one:
    I call this piece of modern art “Abstract Red Light Number 48.” So… this elevator shaft was painful for a few reasons: too noisy inside, not clear enough about what it was meant to be, and the idea of it having a purpose seemed impossible given the amount of crap stuffed into the scene.
    I believe I settled on a better, cleaner result:
    Which was based off of this reference:
    This shipping area was another idea that got cut (considering that it was over-dark, this was not too sad):
    Based on:
    Everything else seemed to go swimmingly, however:
          My biggest advantage when working with these references is my ability — and perhaps your ability as well — to discern from them what elements are most relevant and work best geometrically. These judgements influence what makes it into the map. While you may be able to follow a similar protocol by examining the pictures, you would be doing so in hindsight; it was quite necessary during this project for me to be able to sift through literally thousands of images in order to find those which, at first glance, provided the requisite inspiration.
    References must be clean, they must convey a certain tone, and the architecture they illustrate must be plausible among the rest of the map geometry. This process of looking through seemingly endless references is a task which must be begun anew with every new map.
    Back on topic: a month or two after starting out on the map, I recruited a talented 2D artist named penE who had a style congruent with mine. With his help, rooms like this began to form their own identity:
    The map began to develop a sense of humor. We based the name of the museum on HURG — Hero of MapCore! (Don't ask.)
    PenE brought his full enthusiasm to the project, getting almost all of his work done in a month or so, a rapid pace which would be a major motivator for me while I was working with (read: waging war against) the Hammer editor.
    Here is a sample of penE's work for the map:
      Nevertheless, the map did seem to require more art…
    I had envisioned a T-Rex in the above room, and had designed the room around that eventuality. I was concerned that such a 3D model might not fit well (it’s a relatively cramped room), or might not be appropriate looking, but I put out a call for a talented 3D artist.
    3Dnj answered that call with a stunning T-Rex model based on square-shaped geometric restraints. I basically stacked a bunch of cubes on top of one another and said, “OK now make me a T-Rex that fits inside the squares.” Seems hopeless, right? Thankfully, Valentin, as 3Dnj is known, e-mailed me this bad boy:
        Owns right? Imagine waking up and seeing that first image of the T-Rex with that brilliant sheen, I was ecstatic.
    At that point I realized I’d found a true collaborator and not just a “prop guy”. Valentin would go on to help me optimize the map, and reform a lot of my map geometry into more sensible models. Here’s how crazy things had gotten:
    Hammer is unlike a modeling program in that it is “brush-based”, and things that are not literally six-sided cubes give the editor trouble. Trying to create an interesting shape out of a single brush? Take a hike.
    So it’s obvious why a more extensive collaboration was needed: it was never going to be realistic to proceed in such a manner and expect an optimized result which would (ugh) compile. Hence, the logic of making a map which looks the way Cabaret does, unfortunately all the same limitations applied more or less in 2012, with just a few exceptions like instances.
    So there were technical challenges, but four months on, most of the major lessons of the map were learned and my vision for the map was realized almost exactly as it existed in my brain.
    My workflow can be best summarized as: find a fitting photographic reference, get a basic interpretation of the geometry into the game, and then polish with aesthetics and navigation in mind (lead players with lights and colors).
    Phase 1:
    Phase 2:
    Phase 3:
    Rather than attempt to convince you I pursued the traditional level-design approach of iterating a grey-box, I hope this document serves to explain the approach I actually took: a risky and improvisational one that I know I’m lucky was successful. It’s good to state how lucky: a layout that emerged without argument, finding two brilliant collaborators with a lot of faith in the project, etc. Hopefully anyone looking to duplicate my exact method will be given pause, but at the end of the day there will always be logic in working hard and having a well-formed mental image of your goal.
    As for Museum, I can promise you one thing: if you load up the map, and I hope you will, I think you will enjoy it. (If only for the giant, motherfucking Tyrannosaurus Rex.)
    Thanks for reading.
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