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Sjonsson

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Everything posted by Sjonsson

  1. Hello there Mapcore, Description As you might have understood there's some kind of a project going on named HL2_Odyssey, which is a project name and we might change it for release. In this project 13 students collaborate under the course of 8 weeks (at 50% working hours) to create a Half-Life 2 campaign. While the campaign will not contain a storyline due to the production time it has an order for how the different weapons, enemies and mechanics are presented. The goal is also to have transitions between levels that makes sense but will not be as seamless as the original Half-life 2 game. Background In case you have missed it, I'm one of the two level design teachers at The Game Assembly, an advanced vocational education in the city of Malmö, Sweden. The level design programme stretches over two years (4 terms) at the school and after that a two year In one of the courses, Level Design: Advanced, we are trying something new this year, namely this HL2-project. That said, we are very happy for all the feedback we can get, both on how the project is presented here on the forums and more importantly the students' levels. The first two weeks of the project were spent at learning the Source SDK as the great majority of the students had no or very little experience prior to the start of the project. Playing the mod All the maps are connected with level transition so upon starting the first Map it should load all others if you have them installed as well. If this doesn't work you can still play them by enabling the developer console and type 'map HL2_Odyssey_M1_OnTrack' if you want to play the first map. All other map names are following the same convention 'HL2_Odysssey_M2_Sewers, HL2_Odyssey_M3_Courtyards' et cetera. If you have problems please let us know! Any feedback is apprieciated and if possible in each students thread if your feedback is specific to their map. Download & Installation There are two ways you can go about installing the maps. Put the maps in the maps in C:\Program Files\Steam\Steamapps\common\half-life2\hl2\maps and use the developer console to open up the first map, Write 'map HL2_Odyssey_M1_OnTrack' to open it. Release version map pack: https://drive.google.com/file/d/0B7BuvdtQYq1PLWRCdVZoMjRnOUk/view?usp=sharing Content By the end of this project, which is December 20th, we are going to release the entire project as a mod with all the maps included. Here's the current list of all the maps, the order is set but the names may change in the final version of the mod: 1 - On Track by @Falck Link to post here. 2 - Sewers by @Breadnut Link to post here. 3 - Forsaken Courtyards by @PhelgeNanker Link to post here. 4 - Outside by @BigCheese Link to post here. . 5 - Urban Crawl by @Lucas Silwer Link to post here. 6 - Occupation by @GRiNET Link to post here. 7 - The Raid by @BjornFred Link to post here. 8 - Confinement by @Yokogeri Link to post here. 9 - Shore Outposts by @Dea Link to post here. 10 - Old Farm by @Julia Link to post here. : 11- Showdown by @Diana R Link to post here. 12 - Mountain Town by @Lkarlsson Link to post here. 13 - Mansion by @William Link to post here.
  2. Arcane Dimensions 1.5 just came out. Published by Simon OCallaghan with credits to sock, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach. Haven't played it yet, that's for lunch tomorrow, but I bet it will be kickass! Download link here
  3. Word. I've been thinking for years why the heck they haven't made a remake or just a new one.
  4. Yeah just wow. This lighting is amazing, looks like it's coming from everywhere.
  5. DISCLAIMER: This is an example post to show what a post could look like. We Don't Go To Ravenholm Game: Half-Life 2 Map Name: HL2_Odyssey_M3_WeDontGoToRavenholm Context: Part of the HL2_Odyssey project Time spent developing: Week 1 of 8 (at 50% work hours) Estimated playtime: 10 mins Description & Background This map is a part of the HL2-TGA-Project where I am one of the level designers. My level takes place right after Gordon Freeman is separated from Alyx during the Combine's attack on Black Mesa East and is forced to travel through Ravenholm. Armed with his newly acquired Gravity Gun and an assortment of weapons, Gordon traverses the desolate, Zombie-infested town, all-the-while utilizing bizarre traps. While fighting off hordes of Zombies, Gordon meets the last known human occupant of Ravenholm, Father Grigori. Grigori provides some assistance and advice to Gordon, such as arming him with a shotgun, and eventually leading him to an abandoned mine to escape the town. Role in the campaign Chronology-wise my level is in the early parts of the game, yet enough far in to present some real challenge to the player. As I am introducing the Gravity Gun for the player it is important that there is playroom for the player to explore the different ways it can be used. Together with the dark aesthetics I want to create a feeling that the player is left to his own devices and in a heap of trouble. Together with the other level designers in the project, and the narrative leads, I take the mantra 'We don't go to Ravenholm' as key words that will lead the development of my level. Alpha build Here's the first build of my map and I'd be very thankful if you could give me a go and say what you think about it. You can download it here: <Click to Download> Top-down The map below is not a part of Ravenholm and this text is simply a placeholder text that could give extra information about the map layout and its contents. Alpha, Screenshots In this section you can post whatever cool images you have for your level. Preferably in a chronological order.
  6. You know how you sometimes just love your brains like a narcissist asshole? (Most of the time not, but sometimes.) This happened to me some couple of weeks ago and whenever I think about my 'invention' I get all proud. Here it is: I switched the §-key with the Delete-key. Then I used SharpKeys to remap in the Windows registry, link here: http://sharpkeys.codeplex.com/ THIS IS LIFE CHANGING! DO IT RIGHT NOW! BEST THING I EVER DID! Yes, it will take about a week or two before your fingers truly dance around on the keyboard like ever before, especially when it comes to scripting. But I tell you, when you're deleting a shit-ton of assets in a scene its 100% worth the struggle. End of rant.
  7. It is a fair point but if I'm not mistaking, during the HL2-times reviews were read on a more regional/local basis like physical mags, in comparison with todays climate where pretty much every english post/review/opinion has the potential to reach an audience across continents, TotalBiscuit's feed for one.
  8. Just beautiful. Insects, the mechs of nature! Checked out your site btw, a lot of fantastic shots. Some day I'll also get a fantastic camera and roll around in the grass to get those shots.
  9. Thats one amazing camera you got. Some day I'll have one of my own! Also, really nice shots!
  10. Looks amazing you two. Keep it up!
  11. Haha, it was pretty much the same thing for me, except I haven't heard his voice before. Somehow Vivi was eerily familiar. The only other similar experience I had was when I met with a WoW-guild back in vanilla, man was that confusing. You get this idea of how people look from just hearing their voice and when you finally meet them it turns out 'that thin person' is actually muscular and long, 'that white germa'n guy turned out to have another ethnicity etc. Really weird and cool at the same time. Yeah, I'm quite sure there are quite a few people here who have gone past eachother unknowingly. @jackophant Nice to hear you're back mate. And no you don't sound ungrateful or anything. Happy to see you got some stuff sorted!
  12. So this friday I randomly ran into @General Vivi in the Overkill offices.Turned out he's grooming one of my students doing an internship. The world might be smaller than you think, but the games industry is smaller. Funny thing was we talked for about 15 mins before realizing 'who we were', haha!
  13. Today I have read this article, Man Vs. Engine and the other writings of yours referred in this article and I have to tell you it's nothing but fantastic piece(s) of work, both cohesive and inclusive. Whenever I see guys like you giving away so much to a community, no matter if it resides at GameBanana, Mapcore or somewhere else, I get this happy feeling and inspiration to do the same some day. I'd like you to know that next week I will start up an 8 weeks long HL2 campaign project with my level design class consisting of 14 students and a lot of your work will be mandatory reads. Thank you so much for this, helps out immensely!
  14. Sjonsson

    Blizzcon 2016

    I could die a happy mans death if they released WC4 with an editor as powerful as the SC2 one.
  15. I think it would sell quite a lot. But I wonder if it would sell more than let's say another WoW expansion? Hard to say without the actual data. Nopes! I'm referring to this! http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/ And this: http://www.polygon.com/2016/8/5/12385660/starcraft-hd-remaster-announcement
  16. Hello friends, So I was scrolling through the cyberspace once again and was trying to find dank memoars to no avail. Then I stumbled on something I cannot remember seeing myself, but I'm sure a lot of others have; namely pre-release materials for WarCraft 3. I found it on Hiveworkshop.com where someone, sometime around 2010, compiled a list of all the vids and articles they could find and here it is: http://www.hiveworkshop.com/threads/the-warcraft-3-prerelease-material-thread.155117/ (That said, all creds to the author of the original thread.) With the HD-remakes announced I really hope there will be a WarCraft 4 at some point, but I'm note sure it will ever happen. Today Blizzard has grown so big and the RTS-market in proportion has shrunken quite a bit. The main reason for this thread is actually just to share this with all of you. Cause I literally had no clue WC3 by the time of 1999 looked more like Dungeon Siege, Never Winter Nights or what turned out to be World of WarCraft. It's like the remnants of WoW are much older than you'd think. Enjoy! WC3, Early Footage from ~2000: Comon, how does this not smell WoW:Bossfight?
  17. Holy moly! I just realised that Gman is raising his eyebrows. I've seen your avatar dunno how many times but it was not until now!

  18. I was 100% sure the first pic from Last of Us with Joel behind the plank was Nathan Drake. Didn't realise until I read the image text! Thanks for such a comprehensive read, best article I've seen on some hands-on airlocking techniques!
  19. Dammit I'd love to do this but I have a side-gig outside my fulltime employment. Won't participate this time but I love to see so many frequent competitions going on, keep it up mods and best of luck to anyone who enters. Looking forward to see the results, I expect cool shit as always!
  20. You talking Junior Tech Artist or the other jobs as well? I have quite a few students and friends I could probably reach out to.
  21. Sjonsson

    Doom (4)

    I know I'm a bit late to the show, started playing this just a couple of days ago. Dem' visuals, dem' animations <3 Showed the intro for my sister yesterday, it wasnt until I picked up the armor in the second room she realised the cutscene had stopped.
  22. So this isn't really a map. It's actually a mod for Halo I made which is completely useless, but I made it 10 years ago.
  23. Sjonsson

    Megascans

    No joke. Talk about copy-paste instant beauty.
  24. Sjonsson

    Megascans

    Like a bomb!
  25. To me it's simple which games that are the best to make games for: it's the games with an active player base. I've tried a variety of games and the ones that I didn't do well with or didn't finish didn't have an active player base. I don't think you should care about the engine, you'll get used to it and will have fun as long as you love the game (sure there are some exceptions, some engines are just bad.) Even if you want it to be a portfolio piece or just an art level I still think you should make it for an active game.
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