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nikkoship last won the day on September 7 2017

nikkoship had the most liked content!

About nikkoship

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  • Birthday 04/07/1994

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  1. This looks awesome! It's a pretty powerful editor, I was very surprised. I messed around with it like a month back or so but didn't want to commit to anything cause I felt I kinda missed the boat with this game. Is it possible to create custom assets/textures for your maps in this?
  2. Overwatch

    Me and my friends (we all grew up with blizzard games) played the new map for like many many hours yesterday, the whole time we were nerding out over all the small details. Like the meal "Death Wings" in the Snaxxaramas, and the protoss drones mining the minerals in the Starcraft section. You can tell alot of love went into the map, I want this place to exist in real life. Anyone who worked on this here, incredible work! It's really inspiring seeing all the work and love that went into this, y'all are experts at your craft. I would love to hear some sort of "making of" or behind the scenes of this map. Overwatch maps do such a great job of storytelling/worldbuilding, it's so rare for me to want to simply walk around and explore a multiplayer FPS map. I lost it when I found this little detail, I love this stuff!
  3. This is another great video that you might like if you enjoyed that Harvey Smith interview. Arkane is my favorite studio and Prey was my GOTY last year. I suspect maybe a noclip documentary on Arkane soon...
  4. Black Mirror

    I've watched 5 episodes of the new season. Pretty good, but I don't think it's as good as season 2 or 3. U.S.S Callister and Crocodile feel like the most polished episodes so far, and are my favorites from the season. Hang the DJ was pretty good too. Arkangel's concept was interesting but the ending happened way too quickly/abruptly. It felt like there wasn't enough build up to it maybe, I dunno. Also, if you like Black Mirror - check out this show called "Inside No. 9". It's another british anthology show that's really similar to Black Mirror in it's structure , but has a much different flavor/style. I love anthology shows/books because the concepts can be really weird/experimental and will never outstay their welcome. Even the "worst" episodes of Black Mirror are still engaging because they feel fresh. It makes me think if a "horror anthology" would work as a game. Each level or chapter having it's own gameplay hook and concept/story resolving itself in a relatively short amount of time (30 min - 1hr). Game's like PT or indie horror games like "Anatomy" could fit as one "episode" of a season. Other than Stories Untold I don't feel like I've really seen it attempted in game? Do y'all know of any games going for something like this?
  5. WIP in WIP, post your level screenshots!

    That looks awesome Corvus! Reminds me of a bf4 map, I forget the name. Maybe you could experiment with the skybox/lighting closer to sunrise, just to get some more color in there?
  6. Goals for 2018?

    Be more honest. Procrastinate less. Exercise more, lose a buncha' weight and stick to a more consistent schedule, no more "oops I stayed up until 3 AM again". I would love to get some work in the games industry this year... still feels really far away. Other than that just trying to finish the projects that I start and taking one day at a time.
  7. [CS:GO] Arena CTF - Grotto

    Yeah, the newest version uses one way drops for the spawns. It's just a drop down room similar to cobblestone, no team specific triggers or anything. Super simple - but it works. When playtesting I got rekt when trying to camp the other team's spawn
  8. Brewery

    Cool! Getting some dishonored vibes from this
  9. [CS:GO] Arena CTF - Grotto

    Sorry to revive a dead thread, but I just released a significant update for this map that was rotting away on my computer! I'm working on some new custom game-mode stuff for csgo so I thought it would be a healthy exercise to revisit this and finally finish my update. It does many things, all trying to hopefully make the map feel more polished. Mainly I replaced the old game-mode scripts with much better ones, lowered movement speed so you don't feel nauseous and tried to clean up the design of the various pickups on the map. I also put alot of effort into trying to "update" the visuals, however it's still a map I started around 2 years ago... so it will probably always look a little amateur compared to some of the recent releases (looking at you de_grind). Here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=732528059 Here are some screens of the revamp: Anways, I hope you all get a chance to check it out! Many hours went into this, more than I care to admit. Hopefully this is the last time I press F9 for this one. Cookies to whoever finds hurg first
  10. WIP in WIP, post your level screenshots!

    @Flower_Shop_Guy Looking good! One little knee-jerk crit is that you should try and find some elements that will help it stand out from nuke. I see that it's raining in some of your screens, maybe you could change your lighting/skybox and fog values to mix up the atmosphere a little bit? Some custom decals instead of the "parker" ones could help the map feel unique also. Small things like that, I think a little subletly will go a long way. (Although I'm sure this is stuff that you've already got on your list )
  11. Post interesting talks / presentations / conferences

    Really great design talk, I think there are many lessons in here that apply to level design as well as all areas of game design.
  12. Wolfenstein 2: The New Colossus

    This game runs and plays amazingly, smooth animations and buttery framerates (playing on a mix of ultra and high). In general the production quality just feels really high, and the attention to detail in their world-building is really awesome (explore eva's hammer!). They've fleshed out some of the systems and gotten pretty creative with the enemy design. They have a more dynamic "line of sight" system now where the enemies can lose track of you if you break line of sight long enough. But thankfully it doesn't feel overpowered, the enemies aren't blind and will see you very easily once you've gotten them into an alert stage. It's just nice touch that adds some good tactical depth to the gameplay. This game kinda feels like a "hit and run" style of shooter, and the system suits the high amount of hitscan enemies really well imo. The level design is really smart too and they've got some great looping flanking routes to help reinforce this new style of play. And man, idtech 6 is one of the best looking engines right now. Something about this game's image quality is just really clean. It can look a little rough when you get too close to character's faces or w/e but when you're in motion exploring or fighting it's pretty stunning how good everything looks.
  13. Uncharted 4

    Agreed on the story stuff. It doesn't have the same layering that UC4 did. Maybe that's because Druckmann wasn't on the project, but also I think the choices for the characters are maybe a little strange for a small standalone. We just haven't spent enough time with Chloe or Nadine to really care about them, and the backstories that they tried to develop to get us more involved felt a little bit forced maybe? Those heartfelt moments that UC4 had like Nate and Elena having dinner on the couch just couldn't happen with these characters in such a short experience. In a longer game, they definitely could've fleshed it out more (similar to how they did with Sam in UC4). I think that was a key thing that made UC4 story work, we've lived with Nate, Sully and Elena for so long. Their relationships are complex and layered, just like relationships in real life. Naughty Dog took their time to explore those complexities. Would've been cool to see something with someone more familiar like Sam or Sully even, maybe getting to experience Sully's younger days. However I think the level design and combat encounters were the high points, especially towards the end. I think I was better at the game this time around, and knew how to break line of sight properly to go in and out of stealth. It also feels like they did a better job of designing the arenas around their "guerilla" stealth system better this time around. They basically took concepts from UC4 and pushed them just a little bit further. I loved the open world segment, felt like a great way to explore a Naughty Dog world. Hopefully they continue with that open-ended level design in TLoU part 2, super excited to see what they could come up with.
  14. Uncharted 4

    Just finished Lost Legacy, starts off a little slow but give it a chance to pick up. Some of the action sequences they've managed to pull off are pretty mind-blowing, even after playing UC4. As you probably guessed, the environments are still some of the prettiest you can see on the PS4. They've also got this cool mini open world section that plays really well with their sorta "guerilla" stealth system. Lots of fun tactics you can come up with, feels maybe a little more replayable than UC4 in that sense. Definitely worth checking out, it's a good time
  15. Day of Infamy - Schlag

    Hello again! It's been a while, but Schlag is not dead! I've been working on and off on the map alongside some other projects (and playing too much WoW), but I'd be lying if I said I didn't hit a wall. That wall was the foliage I needed to create for the level, as there wasn't much information on sprite foliage creation that I could find. NWI recently released a brand new foliage system, probably the best the source engine has ever seen. This gave me no more excuses to put off trying to figure out how to create grass properly. It's been a struggle, but I finally got a version of it that I'm starting to feel okay about. I thought I would document some of my attempts here. Here's what the first iteration looked like. Pretty enough at a distance, but really ugly to look at up close. I was really unsure of any best practices when it came to this stuff, I started to explore other games and found that their shapes were pretty simple and almost stylized (even games going for a more realistic look). So I attempted to create something along those lines and ended up with something okay-ish at a distance but really unnatural up close. Basically the same problem as before, just for a different reason. The games I took inspiration from clearly had better shading and better artists to stylize the foliage properly in order to achieve a consistent look. I revisited the original scan version, and tried out some new techniques in photoshop and ended up with my current version: I've still got some work to do, but the main aliasing issue is gone and I feel much more confident going forward. (also, not sure why gfycat gifs get formatted so weirdly sometimes, hopefully it isn't stretched out on your end.)