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Daniel Nilsson

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Everything posted by Daniel Nilsson

  1. My Linkedin and Twitter is in signature
  2. Maybe a bit too obvious but, don't set too high scopes. Better with many small projects and increase size along with maturity.
  3. I found this to be a lifesaver, or at least an eye saver when reading these ancient tutorials: https://chrome.google.com/webstore/detail/readability/oknpjjbmpnndlpmnhmekjpocelpnlfdi White text on black background and background pics... Horrible...
  4. Great! I'm in! Btw. Is there some engine mods that mappers prefer?
  5. Dude is rebuilding an existing map from Cs:s. he looks to have improved it so far. Long distances have always been a problem with the map Oh, sorry, missed that part Was this a official map in source?
  6. I think you'll need to work on the base layout some more. It's way too open and lots of long distances in multiple directions. Have a look at this comprehensive guide http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-how-to-design-gameplay-map-layouts.php
  7. Yeah I'm thinking about it. I'll need to try some different ideas on how to control it on a touch screen though. I'm thinking toggle the colors by clicking the cubes (brighten up active) and then have the player choosing by on screen "thumbstick" or tilting.
  8. Ohh forgot to mention about the power ups. At the moment there's two different one that is a can of paint that change the players color. The other inverts the input axis, either the horizontal or vertical.
  9. Here's a little Puzzle Game I'm working on: It got a little bit put on hold during the Whitebox Challenge but now I'm excited to take it up again. Made with unity and C# with the goal to become a better scripter. No built in physics are used so movement, collisions and gravity is all coded. The goal is to get all four cubes to the goal. It's controlled by holding down the corresponding button to the cubes color. Also possible to move multiple cubes at the same time. It's preferably controlled with a gamepad, but keyboard is also possible. I put a simple 3D mesh of a controller on the screen so it would be simpler to understand how the game worked. The levels shown might be a bit advanced, I'll make some simpler starter levels later. Please tell me what you think.
  10. The following is a copy of what I submitted in the submission thread, just thought it would be nice to have the whole progression collected in one place: Submission thread: DM-NewDamage So here's my submission! Link to Map and assets: https://drive.google.com/folderview?id=0B6rVDrqTYIfaNW5vaUJwczZXcVU&usp=sharing It's a small Deatmatch level for 2-4 players. video below does not have the levels final design and look but I talk about the levels design
  11. By the way, I found away to take good screenshots in UE4 by the way. I guess most of you're familiar with the console commands in UDK to hide HUD and weapon + fly and finally using tiledshot command to take a shot. It appears that command is not present in UE4. Instead it was way simpler! If you press 'F11' in the edit window you enter the immersive mode(fullscreen) then you could press the drop-down menu in the upper left corner and press High res screenshot and it will save a high quality shot in the project folder. I would also suggest pressing 'Simulate' before if there's anything animated going on. So no more menu items and start menus in the shots!
  12. DM-NewDamage So here's my submission! Link to the progression thread: Link to Map and assets: https://drive.google.com/folderview?id=0B6rVDrqTYIfaNW5vaUJwczZXcVU&usp=sharing It's a small Deatmatch level for 2-4 players. video below does not have the levels final design and look but I talk about the levels design
  13. Almost done with my submission, going away this weekend so need to submit it tomorrow morning. So here comes a last update before the final submission! Will probably just record a video and bake the final lighting tomorrow. Quite happy with how the gameplay feels so I will definitively keep developing it after the challenge.
  14. Oh that was awkward... Fixed it now, the hyperlink did hide some weird characters after the link, don't know how that happened.
  15. Hi! Just updated my portfolio a bit, would love to get some feedback! http://daniel-nilsson.se /Daniel Nilsson
  16. I'm in! In-game name Gurgel_Brannare
  17. So finally I have recorded a second video of the map with some changes I made. I also did a voice over (sidenote: Still got that cold and English is not my native tongue so bare with me ^^ ) I thought some about the things you said before with the scale and the path to the RL being a bit too tough. What do you think now? And if you got any other feedback please don't hesitate! btw. Forgot to mention a thing in the video I thought was good, by the catwalk I put the health pickups on the wall so if you want to get the you must jump towards them and wall jump back if you don't want to fall down. / Daniel
  18. This has been happening to me too, since I started using the editor a few months ago. Mostly when working with BSP it crashes very frequently. Hopefully they get on it soon I had an idea it was somehow connected to BSPs but I haven't verified it. Maybe then I'll start building with actual meshes from early on instead of blocking out everything with BSPs. Didn't have as much trouble as this but when I had like 70+ Brushes in the scene I where getting some annoying slowdowns when I moved something and the engine updated the brushes. I just exported an fbx and continued with SketchUp instead.
  19. My intention was to do a movie with voice over by now, to explain some of my design decisions. But unfortunately I've been struck with the cold of the century, and I thought that I should spare you the trouble of listening to my coughing and nasal voice. I'll upload a video in the coming days instead and here's a little sneak-peak on the progression:
  20. Thanks a lot for the feedback! Been redesigning the level quite a lot today, much more space. Will probably update the thread tonight or tomorrow.
  21. First iteration of my map for the UE4 whitebox challenge. It's a 2-4 player Deathmatch level. As a first iteration it feels pretty nice, some areas need more meaning and attention. I have some artifacts in the lighting but that shouldn't be a problem to fix. I feel that the area by the jump-pad with rounded walls is the weakest at the moment and will receive more attention.
  22. Oh I'm sorry forgot to write that this was created for an assignment where we had no focus on the gameplay aspect, so it's just an environment scene. But yeah the overall focus of the course is Level Design just not in this assignment.
  23. Okey thanks a lot! I fully agree on the flat ground being a bit boring and could use a lot more detail and geometry. Also think I'll work with adding more of a foundation to most of the houses. And about those houses in the middle screenshot to the left, they're supposed to be more of small shacks or outhouses so I thought It would be cool if they seemed somewhat neglected and a bit sunken to the ground but maybe I should make it clearer somehow. And about the houses on the pier I didn't use bricks on those houses because they shouldn't seem to heavy but maybe that wasn't enough? Do you think adding more poles to build up some more of a foundation help? And by the way the meshes I created and used was: A plank, a log, a plane(walls and roof, just a different material), the window, a brick, a lantern(also used it for hinges, so the lanterns back side sticks out from the doors), a wooden bend, and the signs outside the buildings. And thanks again for the feedback, you've given me a lot to think about!
  24. Hi I'm a Level Design student at the game assembly in Malmö, Sweden. And this is some work I did for an assignment. The Assignment was to create a village with at most 10 meshes (excluding terrain, speedtree & skybox that is) we had three weeks (half-time, we had other projects on the side) to work on it. The reason I posting it here is cause I'm think about giving it some more polish maybe add some more meshes and replace some of the props and maybe later using it for some portfolio work, so I would love any feedback! And here's my village!
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