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Daniel Nilsson

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  1. Like
    Daniel Nilsson reacted to Bastion in You Decide Mapcore's Future   
    I would like to get away from CSGO, at least for the time being.
    I'd personally prefer Black Mesa or TF2 since they're not games this forum regularly touches, while you will drown in CSGO projects here already on a daily basis.
  2. Like
    Daniel Nilsson reacted to TheOnlyDoubleF in You Decide Mapcore's Future   
    Those who vote for CSGO again are not my friends anymore 
  3. Like
    Daniel Nilsson reacted to Sjonsson in Games W.I.P Thread   
    Hey guys!

    We released Spellsworn on Steam Early-Access today! I haven't really grapsed it yet, so unreal to have done this all from scratch. Have a go at it if you feel like it's worth your pennies, if not, at least spread the word - I'd be eternally grateful!

    Thanks for still being the best mapping / level design / game dev community around!

    http://store.steampowered.com/app/360620/
     


    Also got this!


     
  4. Like
    Daniel Nilsson reacted to Grillet in [WIP] DE_KOGAI   
    Name has been changed!
    de_kogai is the new name.
    Kogai meaning suburb on Japanese.
  5. Like
    Daniel Nilsson reacted to dux in Doom (4)   
    This is Doom. There is no room for dumb story in Doom. No dumb modern day bollocks. You hold down mouse1 and destroy everything.
     

  6. Like
    Daniel Nilsson reacted to blackdog in What music have you listened to recently?   
    In my head this afternoon
     

  7. Like
  8. Like
    Daniel Nilsson got a reaction from seir in Quake Level [WiP]   
    Oh and if someone wonders how those flowcharts looked, here they are:
     
    Q1 E1M3: https://docs.google.com/drawings/d/1lPHmn_1_Rlz5vTO-E6TY1KO0lfCKd5aL2NlZ4TtNxfQ/edit?usp=sharing
     
    And my level: https://docs.google.com/drawings/d/13x3ajXGaR3W_jUfFR5rT3aCmccObrv88wNZA4i0ZNUM/edit?usp=sharing
     
    I during production I strayed a bit from the plan...
  9. Like
    Daniel Nilsson got a reaction from FRAG in Quake Level [WiP]   
    Thanks!

    I've used Trenchbroom, a modern Quake Ed. where you build in 3D view. Found here: http://kristianduske.com/trenchbroom/ 
     
    Kind of hard to estimate how much time it's taken so far. Took a break from it a couple a months ago and that break continued until I was finished with Bloodborne... 
     
    As for pre-production I tested a, for me, new approach.  I didn't do a top-down as I have done with levels in the past. Instead I played one of my favorite levels in Q1 E1M3 - the necropolis and made a flowchart of it where I identified the purpose/challenge/items of each room/corridor and how they were connected. Later I did my own flowchart and Incorporated some of the things I found. That way I saved the design-part of the ideas until the mapping. So a rectangle could read: "Traproom, nailgun" or "Medium intense fight, puzzle to continue". 
     
    It was an experiment and I'm not really sure about if I'll do it that way again. I think I will return to making some top-down planning as well as a flowchart.
     
    And @Sprony Yes I'm aware about Func Will post there soon. But I've got some great feedback recently and I'm in the process of changing somethings and adding others. So I'm waiting to post there until my next update.
  10. Like
    Daniel Nilsson got a reaction from Vilham in Quake Level [WiP]   
    Hi!
     
    I've started working on a Quake(yup, the old original classic) level. I think it's got a good flow and that Q1 feel, but would love some more feedback. Graphically it's a bit barren at the moment but I'll work on it, lighting haven't really got any love yet either. But as it says in the title, it's a WiP.
     
    Here's a link to the current build (2015-04-28): https://www.dropbox.com/s/4usbs213q99egv3/daniel.bsp?dl=0
     
    And here's a quick playthrough: 

     
    As for engine/sourceport, I would suggest playing it in Quakespasm (link: http://quakespasm.sourceforge.net/download.htm) 
  11. Like
    Daniel Nilsson got a reaction from TheOnlyDoubleF in Quake Level [WiP]   
    Hi!
     
    I've started working on a Quake(yup, the old original classic) level. I think it's got a good flow and that Q1 feel, but would love some more feedback. Graphically it's a bit barren at the moment but I'll work on it, lighting haven't really got any love yet either. But as it says in the title, it's a WiP.
     
    Here's a link to the current build (2015-04-28): https://www.dropbox.com/s/4usbs213q99egv3/daniel.bsp?dl=0
     
    And here's a quick playthrough: 

     
    As for engine/sourceport, I would suggest playing it in Quakespasm (link: http://quakespasm.sourceforge.net/download.htm) 
  12. Like
    Daniel Nilsson reacted to FRAG in Quake Level [WiP]   
    Awesome to see a Quake map! I have a few questions.
     
    What editor have you used to create your level and how are you finding it? How long has this level taken you so far? Any pre-production involved?(initial sketches etc)  
    From the video the level has that nice classic Q1 look and play to it, will have to give it a go!
  13. Like
    Daniel Nilsson reacted to seir in Quake Level [WiP]   
    Ah, Quake 1, memories <3
     
    Isn't that awesome that there are people that still make levels for Q1? I'm really waiting for TB2 to be released and I want to put my hands on it!
  14. Like
    Daniel Nilsson got a reaction from Sprony in Quake Level [WiP]   
    Hi!
     
    I've started working on a Quake(yup, the old original classic) level. I think it's got a good flow and that Q1 feel, but would love some more feedback. Graphically it's a bit barren at the moment but I'll work on it, lighting haven't really got any love yet either. But as it says in the title, it's a WiP.
     
    Here's a link to the current build (2015-04-28): https://www.dropbox.com/s/4usbs213q99egv3/daniel.bsp?dl=0
     
    And here's a quick playthrough: 

     
    As for engine/sourceport, I would suggest playing it in Quakespasm (link: http://quakespasm.sourceforge.net/download.htm) 
  15. Like
    Daniel Nilsson reacted to Sjonsson in Quake Level [WiP]   
    CooL! If I get time over and remember I'll check it out this weekend!
  16. Like
    Daniel Nilsson got a reaction from Sjonsson in Quake Level [WiP]   
    Hi!
     
    I've started working on a Quake(yup, the old original classic) level. I think it's got a good flow and that Q1 feel, but would love some more feedback. Graphically it's a bit barren at the moment but I'll work on it, lighting haven't really got any love yet either. But as it says in the title, it's a WiP.
     
    Here's a link to the current build (2015-04-28): https://www.dropbox.com/s/4usbs213q99egv3/daniel.bsp?dl=0
     
    And here's a quick playthrough: 

     
    As for engine/sourceport, I would suggest playing it in Quakespasm (link: http://quakespasm.sourceforge.net/download.htm) 
  17. Like
    Daniel Nilsson reacted to FrieChamp in FILLED! Junior LD Position at Goodgame Studios   
    Hey guys, we're working on a game in UE4 and we're looking into the possibility of adding a Junior Level Designer to our team who can help us building more levels. Because this gets asked again and again: you don't need any modeling or texturing experience (the artists will take care of this) but having built levels in UDK/UE4 before is a strong plus. This has just been brought up, so there is no job posting (yet). I can't tell you anything about the game, but what I can tell you is that we're a new studio within Goodgame Studios, mostly comprised of devs who previously worked at AAA studios such as Carbine, Crytek, Yager, Ubisoft... We're working on a hardcore F2P downloadable client game and we are going to kick ass. If you're interested, please send a link to your portfolio and a resume to fbode at goodgamestudios.com and I'll see what I can do.
     
    XOXO
    -Frie
  18. Like
    Daniel Nilsson reacted to tomm in Recruiting for making best map ever   
  19. Like
    Daniel Nilsson reacted to text_fish in Recruiting for making best map ever   
    I need to create a team of roughly ten mappers and artists to create the best cs:go map ever, based off on this reference image:
     

     
    The map will be combining hostage rescue with the demolition mode. It will feature 20 bombsites, and every building will have a hostage inside apart from the cathedral. CT will have to take hostages to cathedral for rescue and T's will have to drive boat to island and plant at one of the 20 bombsites.
     
    I think this idea is good because it's cool. It will definitely get in an operation. I emailed CS:GO dev team and they did not disagree.
     
    I can't offer anybody any money, but full credit will be given in notepad documentation included in with map zip. I will take role of ideas man in this project, partly because I have a lot of ideas for bombsites (20, to be precise).
     
    Can you all help?
  20. Like
    Daniel Nilsson reacted to will2k in CS_CALM   
    Greetings everyone
     
    I have published my latest map for CSGO.
     
    Calm, a hostage rescue map, is a fully remastered rendition of my Counter-Strike: Source map from 2010, which itself was a quick remake of my Counter-Strike 1.5 map from 2003; talk about history.

    The map draws thematic and architectural reference from old French and Scottish villages. It supports 32 players (16 vs 16) and features GSG9 vs Balkans. A manually-tuned nav file with place names is included for bot play.
     
    Enjoy the map.
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=405675581&searchtext=
     













  21. Like
    Daniel Nilsson reacted to text_fish in Need layout for new map.   
    Well, it is a pretty big favour to ask a bunch of strangers. I'm not surprised he got turned down and I don't think there's anything wrong with the manner in which we did it -- on the contrary, we offered alternative and constructive solutions/explanations.
  22. Like
    Daniel Nilsson reacted to oxygencube in WIP (Insurgency) Gizab   
    Spent some time on the tunnels/sewer and started working on the security det. point (A). Also, committed to the sunset lighting/skybox. Gonna have to tweak the ambient light to make sure the outdoor shadows and still bright enough for gameplay. Trying the workflow of getting areas to about 75% visually, which helps me bring the whole map up at once vs going room by room to 100%. It theory, this makes sense and seems to be working well for me.  This also helps me see what custom props/textures I might want to implement after I get themes for areas worked out. I have a few in mind already like a fountain for the mosque courtyard, center of the map, and maybe some pieces for the tunnels/sewers. The good thing about mapping for Insurgency is that these textures/props haven't been beat to death like TF2 and CS.
     

  23. Like
    Daniel Nilsson reacted to text_fish in I know how to balance de_nuke   
    By your logic no map is broken -- all the poorly balanced maps just aren't being played right. Therefore we may as well all give up on level design?
     
    Even if Nuke doesn't get fixed, it's an interesting exercise to discuss possible changes, and it's the sort of discussion I'd like to see more of rather than less, especially on a forum full of accomplished and aspiring level designers.
  24. Like
    Daniel Nilsson reacted to text_fish in I know how to balance de_nuke   
    Contest idea: Fix Nuke.

    Starting with the VMF that ships with the sdk (or an up to date version of Valve will release it), each contestant makes the changes they think would "fix Nuke" and submits a bsp with working radar etc. as well as a rationale for their redesign.

    The mapcore community then choose their favourite 3-5 versions and we invite a bunch of pro/high-ranking players to spend a few hours streaming matches on them.

    Much debate and squabbling takes place, and then if a "fixed" version can be settled upon by a majority vote, we submit the new version (or perhaps even a version containing a mixture of the favourite fixes) to Valve for consideration.
  25. Like
    Daniel Nilsson got a reaction from Vaya in The Molyneux Interview   
    When I first heard about how the guy whom was promised to be a god in godus got "forgotten" by 22 Cans, I got a bit mad at Molyneux. Feeling like it was the peak of many broken, or at least underachieved, promises from him. But when I started reading the RPS article I can't help to sympathize with him, that article comes in way too hot, even though I too feel that he has done wrong I don't think it's okay to treat someone like that.  
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