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Everything posted by Sjonsson
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Name: Stefan Jonsson Nickname: Sjonsson Map: TS-SwampFortress Download: https://www.dropbox.com/s/uqcqs43u7nhzp88/TS-SwampForts.umap?dl=0 Art (to come later) by: Jacob Lind (Kaboj, not-yet Mapcore registered) I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ). --------------------------- UPDATED DOWNLOAD FOR PLAYTESTING: https://www.dropbox.com/s/pmo7lu8tukol1cs/TS-SwampForts-WindowsNoEditor.pak?dl=0 --------------------------- Description: The goal with the map is to make use of the Slide mechanic in multipleways, one of them being the slides which can be seen in the second picture. The goal with the aesthetic is a tree-top fortress, kind of like the Ewoks in Starwars but instead set in a swampy jungle valley with mountaintops embracing the map. Beneath the fortress there will also be a running river. Another thing we are going for with the aesthetic of the fortress is make-shift treehouse architecture. More to come! Topdown Mid-section of the map Fortress (Top-Left Corner)
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Epic Games & Mapcore's Unreal Tournament Level Design Contest
Sjonsson commented on Sprony's article in Special Events
OH YEAAH! -
Push & Pull - The art of guiding players through an environment
Sjonsson replied to Corwin's topic in Level Design
I haven't finished all of it yet but damn you did such a good job. Very cohesive and inclusive! I will use it as course material in an upcoming level design course this autumn. Thanks for sharing, gold bombs like this is why the Core is the place to be. -
So now I've played a couple of times (finally got back into CS:GO again) and I really like the clean look of it. In comparison to the revamp of Nuke I find Santorini a lot cleaner, less messy and said easy to read. Also I really like the bombsites, especially B with the grenade hole and the possible CT-boost up to the garden. It's really nice with the unique props like the Vespa for example, quite instantly me and my friends were able to communicate positions. GGWP!
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I love this oldschool look! Totes agree with nikko, all nostalgia over that shit! :D
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I hade one of those as a toy (metal of course) when I was a kid! Except it was green. It was one of my favorites!
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You're right. For some reason I always assumed it was a mobile game. Now I might actually consider playing it! Worth the time?
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I looked at it and really liked the aesthetic of landwalks going back and forth, up and down. When I saw the images from Source @sprony posted I realised that they for some reason were so much easier to read and I figured that might be because all the edges in the Source version has a texture with a lighter contrast. So if I were you I'd make sure to give them a little color tint or contrast in comparison to the other wall texture the edges connect with. I made a very quick and dirty paintover just to clarify what I mean. Paint-over: Original:
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Does this topdown look like a PS1 disc casing on purpose? Haha! Edit: I was overwhelmed by the design that I forgot to say; looking forward to see the blockout!
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Except that's for smartphones if I'm not mistaking?
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When I got into PBS (Physically Based Shading) I thought this vid was great to get a hold of what all the textures are for.
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Just realised I haven't posted my updates here. Still working on this but I've changed the layout a bit. Mega Screenshot Overview
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Really sad indeed. I was hoping they would still do some shows on YT but from what I gathered they're shutting down the whole thing. Yet I don't blame them, there's a storm of game shows out there and the mainstream crowd seems to prefer screaming men no matter if it's Pewdiepie or Game grumps. Nothing bad about that but I just feel like I want a broader spectrum and GT had something extra. Well well, thanks for all those years!
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[UE4] Making an Office Environment in Unreal 4 - Tutorial
Sjonsson replied to Minos's topic in Level Design
Those sanded metallic plates makes me moist! -
Niiice jooob! Looking really good. I think you could give the "tumbling" snow particles an extra pass to work their asymmetry a little bit. As of right now I can quite clearly see that they are square planes/meshes tumbling/falling diagonally. It's not a biggie though, maybe it's just an OCD-trigger from my side!
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Gonna give this a try asasp! So cool you finished a sequal! GGWP!
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Now that I'm back at in all my routines I finally got the time to read. Please send me a link! Sweet! Thanks for the tip, now I got a big pile of stuff to read! P.S Sorry for double-post! EDIT: WHAAAAAT, DOUBLE-POST MERGES TO ONE POST?! Mapcore mods are geniouses!
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Oh of course that's what you mean, read it when I was almost sleeping haha. Yes, things that we see as completely obvious are way often entirely different. Worst part of it is probably that we're not aware when it happens.
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Source Lighting Technical Analysis: Part Two
Sjonsson commented on leplubodeslapin's article in Development
Wow, thanks for these two. Posted them to all my level design students doing stuff in Source, telling them I fail them if they don't read it. As a joke of course but really, this is good stuff! -
Sorry for the slow response everyone, work ate all my attention and I forgot about the fact that I posted this thread, but now I'm on holidays so I got loads of time. Wohoo! That sounds really cool, I'll make sure to keep an eye out for that. When you say bigger picture, do you mean like seeing an environment with different threat sources with different levels or what? I think this is related to a term called 'salience'. That's the thing I don't even know what I could be looking for so I actually did exactly what you said about borrowing books. Figured a friend of mine had studied neuroscience some two years ago and had a pile of books, I would give you the list if it wasn't for the fact that they're all tucked in a bag with a lot of different stuff. I'll write them down some other day, maybe you know if they're good or what not. Sounds like you did a helluva interesting masters, that's pretty much in the direction I want to read about. Did you do it in english? If not maybe I would very much like the references. In short, the reason I want to read about this is partially that I want to understand what kind of objects invokes which emotional stimuli. Like when I sit down with my colleagues and discuss scenery and atmospheres, let's say we start suggesting what props art assets to use and what lighting, then I don't just want the 'gut feeling' to tell me do's and donts' I want arguments based on reality. This does have a lot do to with level design but I also want to understand more in depth about things such as why a skinnerbox works the way it does, if there are more similar concepts and really try to understand what makes immersion. Please do tell once you've read it, I really hope I'll be able to make the time and read all this stuff! Funny, this idea of reading up on this actually started with (among other things) reading the story about Ramachandran and how he started out, really interesting stuff. On the subject on open-feel linear environments, that's also something I'd love to know more about cause it really feels like the hardest thing to do, so many variables to keep in mind. Thanks, I'll give it a look. I'll definitely give that a look! Thaanks! Also, happy new year to you guys! Hope you had the time to chillout some this winter.
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You're def crazy! But in a good way!
