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blackdog

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  1. Like
    blackdog reacted to ┌HP┘ in Introducing MapCore's new logo and store   
    Bump for exposure!
  2. Like
    blackdog reacted to General Vivi in Designing Highly Replayable Stealth Levels for Payday 2   
    @blackdog The scripting in Payday 2 is kind of basic, I'm constantly impressed with the ways we were able to make complicated events. 
  3. Like
    blackdog got a reaction from General Vivi in Designing Highly Replayable Stealth Levels for Payday 2   
    Thanks for her article, very interesting breakdown!
    I had thought of a question but by the end of the article I forgot it 🙈
    I’m quite interested just by the scripting UI, can’t see enough in these screens, but to support such complicated configuration, must be very good.
  4. Like
    blackdog got a reaction from Radu in Level Design in Max Payne: Roscoe Street Station   
    Thanks or the revival, Max Payne levels are undoubtedly a framework for all SP levels.
    ~
    OT: every time I see a screen from this game I cannot giggle at the camera distortion that makes Max squished vertically. From what I remember it never looked right!
  5. Like
    blackdog reacted to Puddy in Level Design in Max Payne: Roscoe Street Station   
    Great job!
    Read this while listening to the Max Payne theme, can recommend!  
  6. Like
    blackdog got a reaction from Vaya in 2017: Mapcore's Year in Review   
    Wow, so much great content. Inspirational.
    gg guys
  7. Like
    blackdog reacted to Harry Poster in 2017: Mapcore's Year in Review   
    @Radu Thank you for the support, I'm planning to give tangerine a proper rework in the future.(After learning more of Blender and etc)
  8. Like
    blackdog reacted to Thurnip in 2017: Mapcore's Year in Review   
    was a productive year
    A respectful batch of awesome maps and envs
    Still impressed what you guys are doing with CSGO, pushing the engine to its limits
  9. Like
    blackdog reacted to shawnolson in Dynamic levels - in Payday 2 and beyond   
    Nice article.
    I've always been a fan of dynamic level design. I personally like it even in MP. The only Source level I released to the public had this for CS:S. My dynamic design for MP was to cut off some paths until different number of players were on the server. Thus the same level can accommodate different crowd sizes. So I don't think that MP should be ruled out of the discussion. A common example of levels that are kind of dynamic in MP are Battlefield levels that have different boundaries or points depending on the player size (albeit set at server setup time).
    The main challenge when doing interactively dynamic levels in MP is that many players are not very "aware" of the environment. So my attempts at educating with signs that changed based on available routes was not successful because I would hear players exclaim "Why isn't this path open anymore?" or another scenario of "I didn't know they could get behind me here!" So it takes some educating the players--especially the loud and self-important ones that get angry at things that surprise them. When playing and I pointed out the signs, players might respond with either "STFU!" or "There are signs?".
    But for me, these concepts are things that I find interesting both as a player and as a designer. I personally enjoy the stress of unknowns in playing, so I like that kind of thing.
  10. Like
    blackdog reacted to Vilham in Dynamic levels - in Payday 2 and beyond   
    The one of the problems I have found in the industry is a desire from certain people to want to control levels a lot as if that is the true goal of level design, they aren't willing to let elements go to create Sandbox designs. I am finding myself more and more drawn to sandbox design. I'm sure I would still enjoy building a linear experience if I was learning from level designers who are really experienced at making linear levels, its certainly an area I could improve in but I think sandbox design is becoming more and more standard.
  11. Like
    blackdog reacted to Vilham in Day of Infamy Mapping Contest   
    I think i will crack open an unfinished DoD:S map that I was working on for this contest. Need to play Day of Infamy more though and see if the map would work with the objectives.
  12. Like
    blackdog reacted to 2d-chris in Day of Infamy Mapping Contest   
    I worked with these guys for a little over 5 years, and it was in no small part responsible for where I am today, if anyone is on the fence about this, do it, you won't regret! 
  13. Like
    blackdog got a reaction from Daruth505 in Day of Infamy Mapping Contest   
    Great new initiative! DoD is my all time fave shooter.
    Would be cool to see the game discounted or get a discount code for participants. Not that it's very expensive, but with unreliable internet and little time I'm not playing MP games…
     
  14. Like
    blackdog reacted to Vilham in Day of Infamy Mapping Contest   
    Literally says in rule 2 that you can not make a remake.
     
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