'RZL reacted to scorched in The Door Challenge - 2018 - Submission Thread
Story: You arrive at seemingly abandoned extraterrestrial life research facility... Is it?
'RZL reacted to Lucas LaMonica in The Door Challenge - 2018 - Submission Thread
NOTE: I commented here before, but I accidentally made it hidden and I do not know how to find it again and undo that action. So just in case, here is the same post. I do apologize
Name: Lucas LaMonica
Story: Our hero finds themselves in a maze consisting of colorful blocks, and a door that cannot be opened. However, the player will also discover various colored jewels and most interestingly, a terminal connected to a miniature version of this same maze. Perhaps our hero can put this miniature to use.
Download Link: https://drive.google.com/file/d/1ZK-U-R6Q9fQdlligb4DyvuWOroNi6pFv/view?usp=sharing
'RZL reacted to tomm in The Door Challenge - 2018 - Submission Thread
Name: Tomas Vanya
Story: You were partying too hard and got thrown out of the night club but the party isn't over yet.
Download Link: https://drive.google.com/uc?id=1t7iOJHpVDhRxGPiSpCUzfPIwSOvPttis&export=download
'RZL reacted to Ubuska in UE4 and Blender - BSP style is a must
I don't really like UE4 brush system (it's slow and cumbersome), inability to apply per-face materials easily and the fact that brushes have pivot points. It could sound handy at a first glance but in reality it will mess up geometry big time.
Though you actually can achieve pretty clean geometry.
At first, check this setting in Editor Preferences - Move BSP Pivot Offset Automatically. It will make your geo a little bit cleaner.
Don't move brushes in Object Mode. At all. Especially don't rotate and scale. It will set your brush off the grid forever. Therefore always work in Brush Edit Mode (Ctrl-5) and with decent grid size (50 or more). Use quad view. That makes brush manipulation that much easier.
The way I work like that is this - in any orthogonal view select verts with left click drag and move by ctrl-left click drag. Move entire brush by deselecting all selected verts. That way your verts should be always on the grid. Copy brushes quickly by alt-drag in Brush Edit Mode. The result:
That workflow could be almost like quake editor/hammer at times... but still not quite. Epic should improve on their brush tools for sure.
I have an idea to make an addon for UE4 to make brush editing similar to Trenchbroom/Reflex editor writing custom edit mode. But I didn't research on this topic yet.
'RZL reacted to PaulH in Playground Games - Level Design positions and more
Playground Games has a couple of Level Design positions available - one is for a Principal Level Designer on our new open world RPG title. The role would be one of owning the macro level vision of the world layout and focusing on high-level open world composition. There's also a Level Designer position available on the Forza Horizon team (details aren't on the website yet as this has just come up).
The company is great with many perks and an awesome bonus scheme, salaries are based on experience. PG was also voted the best place to work (2017) by Gamesindustry.biz! Please check out these positions and more on the website.
And please get in touch if you'd like me to pass on your details for any of these roles
'RZL reacted to Ubuska in Experienced 3D Environment Artist (Asset creation/texturing/material authoring)
Hello. My name is Peter Gubin and I'm professional environment artist with both AAA and indie projects experience.
Email: [email protected]
My portfolio and CV: http://www.thewarpgames.com/petergubin
'RZL reacted to Ubuska in [UT4] DM-Chamber
Here's breakdown of the map in terms of art pass - final collision and blockout stage. Pretty interesting stuff I think
[ 1 ] Art pass - Final Collision - Blockout
[ 2 ] Art pass - Final Collision - Blockout
[ 3 ] Art pass - Final Collision - Blockout
[ 4 ] Art pass - Final Collision - Blockout
'RZL reacted to JakoMako51 in The Door Challenge - 2018 - Submission Thread
Name: Jacopo Colangelo
Story: You are a test subject trapped inside "HexLabs Inc." Testing Facility. To get the last door open you have to solve different puzzles. Will you manage to escape?
Download Link: https://drive.google.com/file/d/196GZp6NHYD1A9VheNYEDvOlJTtI216t- or https://mega.nz/#!mhpRiLKR!_teTmtvZ16pgxLFlOvCNzMHHNAXz7H52b7-K4Vz7Ey4
'RZL reacted to Klems in The Door Challenge - 2018 - Submission Thread
Name: Clément Baticle
Story: As you wake up one morning from uneasy dreams, you find yourself measuring less than 10 inches. The door handle is out of reach. How will you get out of your room?
Engine: Source SDK
Download Link: https://drive.google.com/open?id=1QtcfWlO-Is8Vy03MSt2x0Zfm9y01gGRu
'RZL reacted to Branko Lozo in [ CS 1.6 ] Lozo Maps by: LZO
I'd like to introduce myself.
I'am map maker ony for CS 1.6 from 2005 to 2012.
I have 5 big popular maps:.
de_fact de_kgb_map de_kgb_2012 de_avangard de_barcelona + de_mini_mill (smaller edit of de_clan1_mill for 2vs2 or 3vs3) My maps are very popular on balkan's online servers. You can check my gamebanana profile or my facebook page.
Feel free to comment my work! Thanks to everyone.
'RZL reacted to Rump3L in WIP in WIP, post your level screenshots!
After a hiatus of over a year, Riverdust being reworked bit by bit according to the gathered feedback. Map name will change aswell. Update in my post with radar image and eventually a new WS link for playtesting purposes coming soon..
'RZL reacted to vfig in The Door Challenge - 2018 - Submission Thread
Name: Andy Durdin
Story: A nuclear missile's headed your way. A nuclear bunker is right behind you. But its door is shut. You have two minutes to find a way inside.
Engine: Source SDK
Download Link: https://drive.google.com/open?id=1w42Dni15kSgP0HzI1KqOFV72CWExzw17 or door2_vfig.zip
'RZL reacted to untor in [CS:GO] Residence [Waterfall]
Set in Canada, this facility is under attack by Anarchists seeking to destroy a residence that has rare cultural values.
-Improved performance on different machines
-Improvement in the gameplay
-Better balance than before
Thanks to everyone who helped improve the map.