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TheOnlyDoubleF

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  1. Like
    TheOnlyDoubleF reacted to GrillusRetardus in WIP in WIP, post your level screenshots!   
    An update for my de_tides remake.
    I've been mostly focusing on making models
  2. Like
    TheOnlyDoubleF reacted to PaulH in Playground Games - Level Design positions and more   
    Hi guys
    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.
    https://www.playground-games.com/careers/
    And please get in touch if you'd like me to pass on your details for any of these roles
    Cheers
    Paul
     
     
     
  3. Like
    TheOnlyDoubleF reacted to grapen in Mapcore Job Census   
    I've been hired as Junior Level Designer at Fatshark Games. 
  4. Like
    TheOnlyDoubleF reacted to mjens in Mapcore Job Census   
    I no longer work for CD Projekt RED, could you remove me from the list? I currently hold my own micro-company
  5. Like
    TheOnlyDoubleF reacted to PaulH in Mapcore Job Census   
    Hey guys, I've changed job and taken the chance to step away from a lead role to get back to a more hands on role, so you can update me to Senior Level Designer at Playground Games, working on their new open world action RPG ?
  6. Like
    TheOnlyDoubleF reacted to blackdog in Mapcore Job Census   
    Haven’t seen updates for Gibhard in too long
    Wonder if it’s one of the games Gabe has mentioned is in development in Valve  maybe they making you port it to Source 2 @Pericolos0? XD
  7. Like
    TheOnlyDoubleF reacted to GrillusRetardus in WIP in WIP, post your level screenshots!   
    I've been working on my de_tides remake.

    I've also started making models for the map. But I can't seem to get the textures to look right... It looks mushy and too contrasty. Any tips on how I'd improve the textures would be greatly appreciated

  8. Like
    TheOnlyDoubleF reacted to Yanzl in Yanzl's Source Emporium   
    Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
    Assets
    Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
    Basalt
    Most of the assets from the map Basalt.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Breach
    Assets from Breach. Over 600 models and over 100 materials. Includes a zoo map. 

    https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0
    Thrill
    Assets from Thrill. Includes a zoo map.

    https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0
    Pitstop
    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    Cruise
    https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0
    Resort
    https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0
    Zoo
    https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0
    Castle
    https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0
    Water Pack
    Collection of 4 different water textures that work both on high and low shader settings. Free to modify. 

    https://gortnar.com/vmt/liquids.zip 
     
    Source Engine Tools
    Streamline the Source engine workflow. Mostly substance stuff.
    Substance Shaders (and templates)
    Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.

    https://gortnar.com/vmt/sbs_shaders.zip
    https://gortnar.com/vmt/painter_templates.zip
    VMT Editor 
    PBR to Source
    A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.

    https://gortnar.com/vmt/pbr_to_source.zip 
    Radar generator
    Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0
    Sun color calculator
    A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
    https://codepen.io/gortnar/full/xYJGLj/
     
    If you have any questions, ask away!
     
     
  9. Like
    TheOnlyDoubleF reacted to Sean Noonan in Games W.I.P Thread   
    Been porting my iOS game to Steam. Here's a video where I talk about that (I'll be back on my walking sim or FPS soon enough)...
     
  10. Like
    TheOnlyDoubleF reacted to FrieChamp in Games W.I.P Thread   
    Hey @Castle - maybe it's time to create a seperate thread for your game?
  11. Like
    TheOnlyDoubleF reacted to Castle in Games W.I.P Thread   
    https://steemit.com/revulsion/@theca...pons-more-info
    Revulsion Episode 2 progress, new Monsters, new weapons, more info!





    These guys are void bombers. Void bombers are super nasty fast moving mobs that have nasty volley attacks. They can jump high into the air then rain down explosive attacks from above. These enemy's pack a punch and they can reach you even in hard to get to areas.





    This guy is called a Gelatinous. It might be kind of difficult to see what these guys will look like in game. These guys are more like environmental dangers. In the center of a Gelatinous is its eye which will always be watching you as you get near them. These large slime cubes do not attack directly but they do move in predictable patterns. If you come in contact with one of these it will burn through your health like acid. If you destroy the eye in the center then the cube will die

    There is a lava variation of these cubes as well and those will mostly behave the same way except the eye will actually attack you by lobbing fireballs at you.

    If used cleverly these enemies can be used as a way to navigate spaces in interesting ways.





    The deathbow is the higher quality variation of the crossbow.





    A pickaxe that does increased damage against environmental objects. Some locations in episode 2 will have locations that require you to dig to find secrets and shortcuts. Having one of these can come in handy for that.





    A standard Rivet gun to pierce through enemy armor.





    A seemingly useless wooden sword. Its possible that if you leave this sword in a specific location you will be able to obtain the mighty rune sword.





    A flame thrower is an effective AOE weapon for large groups of enemies at close range.

    So my general thoughts on episode 2 is that I may almost entirely phase out the small enemy types completely. The enemy types you will face will get bigger and more complex. So far the enemy types that I have planned around are
    Void Bomber
    Shown above Gelatinous (Acid and lava)
    Shown above Death reaper
    A large cultist in a hood who can summon spinning scythes in the air around him that you have to dodge. Hell Wraith
    A large cultist in a hood who rushes at you with a gigantic warhammer. Abomination
    Very large, very fat, carries two very large weapons that fire like crazy.
    I may still be ready to add more, but these are the main enemy types I have in mind so far.

    As far as weapons, Episode 2 is poised to way more than double the total possible weapons you can obtain in the game. I also plan to have new armor types as well. Once I get the base enemy type models setup I will be able to begin building the new levels.


    A direct link to Revulsion game on Steam early access.
    http://store.steampowered.com/app/719180/Revulsion/

  12. Like
    TheOnlyDoubleF reacted to Castle in Games W.I.P Thread   



    Hell weapon variations of older guns are mostly just slightly different characteristics. Side grades essentially. However there is one thing that does make farming hell weapons valuable. I plan to have special super rare dual wielding versions of all the hell weapons. Dual wield weapons will be a lot more powerful to say the least.

    With that said you will also see that I am starting to now add some of the completely new weapon types. The crossbow will take the shotgun slot and is heavily inspired by the Heretic crossbow. The wands are pistol slot weapons that will fire piercing projectiles that do AOE damage.

    Stay tuned as there is more to come!




    Revulsion already had something like 25 guns in Episode 1 but its already looking like Episode 2 will more than double the total guns. Also you may notice that there are melee weapons in the list. Each melee weapon will fire ranged projectiles. in some fashion. This is very much in the style of Heretic and Hexen. Also keep in mind that many of the weapons will have super rare dual wield variations.

    The one advantage that the melee weapons will have is that they wont become worthless if you run out of ammo like the other guns.

    The gauntlets will fire like shotguns. Even though you see one gauntlet you have two of them on screen. The death orb may look simple but its more or less like Zenyatta's left click.

    There are still a few more weapon types that I want to add to the game. After that I will begin on monsters.

    So one of the things about the monsters that I think I want to really define. I want them to get bigger and more deadly in general. I want the hell beast to be the new average sized enemy.
  13. Awesome
    TheOnlyDoubleF reacted to Corwin in Corwin's house renovation adventure   
    Finally slowed down a bit this year, renovations didn't go super far last year because I spent a few months in the US and worked a lot when I was back home. Now focusing on finishing the renovations of my apartment, bathroom is 99% done, just gotta wait for a few things to dry and put back the window on its frame, test for leaks with water pressure turned on at max, and put the door back on.
    Lots of mistake on that one room along the way, the worse one being that because I was changing the window I stupidly decided to do the tiles around before I put on the frame so that I wouldn't have to do perfect cuts because they would be covered up (a friend was helping me with the window and I wanted to use his expertise putting the frame right there and then, instead of waiting for the whole room to be tiled), but turns out it's not so easy to tile a wall from the top to bottom because of something called gravity. Had to keep on putting supports on the wall and making sure everything was 100% horizontal to the millimeter because the tiles would slide down while the glue was still soft otherwise. Took longer than it should have because of that to tile the whole room, but it turned out ok in the end. Also I bought some super solid tiles thinking it would be a good thing, but that meant they could only be cut with a disk cutter and piercing them was a pain in the dick.


    Trying to finish toilets and kitchen next. Most other rooms just need some paint and touch-ups and putting shelves and such in the closets. I also intend on doing one last round of finely polishing all the hardwood floors before I can start furnishing.
  14. Like
    TheOnlyDoubleF reacted to Tisky in What's going on with your life?   
    This year is so much better than last, finally sold my broken car and leased a KIA Cee'd.
    Beer, sunshine, dental plan, no more pain or anxiety. Oh , and i also stopped doing Snus, (nicotine shit you put under your lip, one snus has as much nicotine as 4 ciggarettes).
    Went to a car wrapping course last two days also, so now im one of the best!
  15. Like
    TheOnlyDoubleF reacted to Vilham in Fredric Grapensparr - Level Designer   
    Top downs are far more important than a video tbh, you should always show a top down where you can.
  16. Like
    TheOnlyDoubleF reacted to grapen in Fredric Grapensparr - Level Designer   
    Yeah I’ve been pretty lax in regards to video presentation, I will try and get into that eventually as I got my hands full right now. Thanks for the feedback!
  17. Like
    TheOnlyDoubleF reacted to Vorontsov in WIP in WIP, post your level screenshots!   
    I have not posted here for a good while. I'm putting in the effort to learn UE4, so here's what I've been working on. Crits are welcome if you got any.

  18. Like
    TheOnlyDoubleF reacted to ObeyGaming in Looking for: Level Designer – Competitive/eSports/FPS Multiplayer Map   
    Looking for:  A level designer with experience in creating small to medium sized multiplayer map.
    Designer requirement: *Must* have a portfolio & one released map (Any FPS). Needs to be passionate about level design & have played Modern Warfare 2 + Black Ops 2 extensively will be incredibly helpful (Understanding the characteristics of the map if that makes sense).
    3D modelling/whiteboxing experience in any 3D program (Maya, Max, Blender, etc).
    Engine: We’re building a custom game (FPS) in Unreal Engine 4, it does help to know the engine but we are open to work with someone who can create levels in 3D (We’ll implement the level into engine ourselves if this is the case).
    Main requirement: To create a whitebox level design for our FPS that preserves some of the characteristics we’ve experienced in the past in Mw2 & Bo2.
    To further document & visually express how the map will work, spawn points, line of sights, etc. for game modes such as FFA, TDM, S&D.
    Map’s goal is to feel good to play for both casual gameplay as well as competitive gaming (eSports, live-casting, etc).
    Map must be a maximum of 2 storeys high, nothing too complicated (layout) & further details of this can be discussed privately.
    Competitive play/gaming: We want to build this map in alignment with eSports/Competitive gaming where viewers will find this map fun to watch. This could be achieved by having choke points, areas to allow players to hide & suddenly meet during intense moments, etc. We would need your expertise as you would have a more well-rounded idea.
    Sniping: Sniping/quickscoping is a crucial element in creating this map, the layout must have clear areas to sniper other players from a respectable distance & not incredibly across the other map unless the player is also risking his position to be seen by others. E.g. Players sniping in the middle of the map would be exposed to attacks from multiple angles, however, if the player is skilful- he will be able to scope & shoot multiple players from the opposite team/FFA very quickly.
    Trickshotting: The level must consist of areas to trickshot, these are generally higher areas in the map where people can jump off a platform, window or even something a little lower such as a truck/stack of crates. They are for those who like to spin in the air & leave their bullet to chance in hitting another player across the map/through a wall/over a fair distance for a “kill-cam.”
    Contact: Contact me through Discord: JP#5508 or email (biz@obeygaming.net) with your portfolio. Prices will be discussed privately via call at an agreed time.
    Misc/Extra: If you have worked on a map privately which you would like to use as a base for the task/would like to outright sell, we are open to a further discussion on the matter.
  19. ahaha
    TheOnlyDoubleF reacted to ElectroSheep in Open positions in Arkane Lyon   
    This guy is faster than me >:[
  20. Like
    TheOnlyDoubleF reacted to 'RZL in Mapcore Job Census   
    Today was my first day at Splash Damage as an Associate Level Designer. I broke into the industry, yay!
  21. Like
    TheOnlyDoubleF reacted to Beck in Mapcore Job Census   
    Welcome to the industry! Well done!
    Say hi to Akuila and Jethro Jongeneel for me if you see them around.
  22. ahaha
    TheOnlyDoubleF reacted to Vilham in Mapcore Job Census   
    Onwards and upwards to Lead Team Lead Level Designer
  23. Awesome
    TheOnlyDoubleF reacted to cashed in Mapcore Job Census   
    I got promoted to Team Lead Level Designer @ Ubisoft Toronto Can you update the info!
  24. Like
    TheOnlyDoubleF reacted to will2k in A NEW HOPE: Will2k's Dying Light Single-player campaign [WIP]   
    Greetings
    I've been away for quite some time (October 2017) and my last post then was about me tinkering with Dying Light Developer Tools. This "tinkering" went from 0 to 100 real quick as I'm now developing a full fledged single player campaign titled " A New Hope".
    I spent around 5 days watching short tutorials videos (around 20, 3-5 min each) from Developer Techland to cover the tools/sdk basics and get me up and running. I then delved into making small test maps for a trial and error approach since I was a fresh newbie with the tools.
    The tools are a blast to use and I can't commend Techland enough for the work they did with the game and the tools.
    Since this is a relatively big campaign, I had to plan and write down the story, map objectives, events, and NPCs on paper as well as lay down the layout and how and where I want the encounters and sequence/fights to happen. The most difficult, yet the most fun and rewarding part was the scripting/programming and quest creation process.
    The map as it is now is about 25-30% complete but perfectly playable and bug-free with 1 full sequential quest in place (I could upload it to the workshop now but I'm not gonna do it
    The final map will hopefully be 3-4 times larger than the current area (which is rather large) and will feature approximately 20-25 minutes of gameplay (numbers not final) in addition to 1 hour+ of world exploration, scavenging, and random events/encounters (the current finished part of the map has around 7-8 minutes of quest gameplay and 30+ minutes of exploration depending on playing style and skills).
    The map features unlockable safehouses with player stash and sleeping/time-forwarding ability as well as day/night cycle adaptation. It also features traders/shops, random events, fights with special infected and humans, ziplines, environmental traps, and plenty of scavenging, looting, and exploration.
    Story-wise, it will see the main protagonist, Kyle Crane, leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus.
    I don't have a set date yet for the release but I'm working tirelessly on the campaign while in parallel, still learning new things in the tools (still have a lot to cover and learn but the focus now is on cutscenes, animation, interactive dialog among others)
    The tools are awesome to work with; I've put in a little north of 150 hrs so far and only started to scratch below the surface. On a side note, Source engine is slowly becoming a distant memory.
    Now onto the screenshots










  25. Like
    TheOnlyDoubleF reacted to AlexM in Subnautica   
    A programmer at my work has been telling me for months how much he loves Subnautica and asks me why I haven't played it yet. For the longest time every lunch hour he would take out his laptop and play. 
    I bought a copy but still haven't tried it yet. Hoping to in Feb when I get a bit of time off. 
    There's definitely a bunch of fans at Relic
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