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poLemin last won the day on December 1 2017

poLemin had the most liked content!

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About poLemin

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  • Birthday 10/25/1990

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Profile Information

  • Real Name
    Paul Stangl
  • Employer
    Bongfish GmbH
  • Job
    Level Designer
  • Location
    Graz, Austria

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2,366 profile views
  1. [HL:DM] Tension

    Definitely looks fun! I personally like the amount of ladders. I feel like HL DM is the only multiplayer game where ladders in combat areas play nicely. I'd suggest to try to get rid of some of the "pyramid" crate stacks or vary them in size. It looks like you copy-pasted them just for the sake of having more cover. Good job! Keep going!
  2. Goals for 2018?

    My goals are basically the same like last year. - Learn new stuff - Push myself out of my comfort zone - Get stuff done In specifics: - Improve in Substance Designer and Maya - Pick up working with Substance Painter - Finish at least one mapping related project (Still haven't decided whether I want to re-work/"re-polish" Manor or start something fresh) 2017 has been a weird and slightly frustrating year in general. So off we go to 2018 with lots of lessons learned!
  3. Congrats to everybody who made it to the Top10, but also to everyone who was able to finish in time! It's quite an accomplishment by itself!
  4. [RELEASED] Manor

    Thanks for the kind words guys!
  5. [RELEASED] Manor

    Release time everbody! What a ride it has been! I will write a small follow-up text in the coming days, but now it's time to rest a little. I created a new workshop file and removed the old one. Feel free to check it out and leave some feedback! http://steamcommunity.com/sharedfiles/filedetails/?id=1217276839 I'd like to thank MapCore and FACEIT for hosting this contest, and wish all contestants good luck! I hope as many people as possible are able to satisfy their own expectations! Lastly, I will leave you with a few screenshots:
  6. [CSGO][SOLVED] Is it possible to deactivate hints and arealportals in-game?

    I think "r_novis" is the console command you are looking for. It disables the vis-system and renders the entire map at once.
  7. Midnight of the 30th - That means 12pm PST of the 30th. Therefore (if Germany is where you are right now) you have time until Friday December 1st 8am. (I am not an official tho, it's just how I read this)

    I ran around the level today for a bit. You really did a great job on the visuals! However, it seems to me that the level is extremely large compared to other levels. I feel like that is something that would work in casual 10vs10 very well tho! A lot of the level's elements look very similar. I got confused multiple times as where I am. Maybe a little bit variation for different areas might help. Anyway, congrats on the release! Looking strong!
  9. VMT Editor - fast and simple editor for vmt files

    Thanks for the release! Love the new changes. I have been running 1.3.7 so far, but when I use "Check for updates" it says that 1.3.7 is the most current one. When using the new version instead of updating the old one, all my links to textures (for 1-click conversion) are broken. Is there a way to either force 1.3.7 to update or transfer all the linked textures to the new version?
  10. Write articles for Mapcore!

    Jeez - Let us finish the contest maps first! Thanks for reminding tho
  11. Counter-Strike: Global Offensive

    They only look narrower due to their height.
  12. #BLOCKTOBER 2017 (during October)

    I love Blocktober so much, I almost hate it. I'm in the Level Art phase of my project but am flooded with Inspiration for Level Design. It makes me wanna start a new project already ...
  13. [RELEASED] Manor

    Just a few weeks to go and I am still procrastinating mapping and texturing my models properly. On the other hand, I was busy forging my very own first textures in Substance Designer Still a long way to go. I might not meet the deadline, but I will not opt out and will try to submit a somewhat acceptable map!
  14. How would you make a unique layout

    Hey! I can only speak for myself, everybody got his/her own approach to stuff like this. First of all you gotta have a basic idea. This idea can come from anywhere. If you already have an idea for the theme of the level, try researching some real-life locations and draw inspiration for gameplay from there. If you don't have an idea, try hitting up http://leveldesigninspirationmachine.tumblr.com/ Once the basic idea is established and some reference pictures have been gathered, I like to start fairly simple, with a layout that makes sense for the type of theme. By fairly simple I mean only the main routes. Rotation routes can be added more easily along the go. This video might help you with starting the layout Also: have you level playtested a lot! MapCore is hosting playtests two to three times a week. Feedback is crucial. You might feel something is too simple while other people might feel it's too complex. Don't get stuck in your own head. I also like to participate in other people's playtests to see what issues can occur so I can counter-act on them in my project. Plus it helps them too Concerning modelling skills: It very much depends on what you are working on. If you want to make something fresh and new, modelling skills are essential, but you can create pretty good levels with stock assets too. Hope this helps!