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nikkoship

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nikkoship last won the day on September 7

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About nikkoship

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  • Birthday 04/07/1994

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  • Real Name
    Nikko
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  1. [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
  2. 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 )
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. 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.)
  8. Brittany [Day Of Infamy]

    Got a chance to walk around the newest version of the map on the DoI beta, the map has come a long way since Brest! Haven't had a chance to play any matches on it, but there's some really awesome scenery. I especially love that cellar, the graveyard and that port vista with the buildings in the distance - so cool Would be interesting to have a "making of" article or something with each of you talking about your main role and workflow etc.
  9. WIP in WIP, post your level screenshots!

    Yeah, I should probably write a structured guide but I'm still a little confused on certain things so my method was probably really inefficient. That, and I'm still discovering alot of new things every time I work on it. Here's what I did: If you don't want to make your own vbsp (which you really don't need to), basically just find a map that uses the foliage system that you feel has decent sprite size. (Density doesn't matter, it is capped by the system. You're going to "fake" it by other means.) The console will say on map startup what material is being used etc. Just make a grid using their foliage material as a base in Photoshop or something similar. Doesn't need to be exact, you just want to know where the bounds are, and so you can troubleshoot if one piece of foliage is going to intrude into another or if it's floating on the ground etc. Like this (just using of the base game's sprites as examples.) After that it's pretty simple, you just get rid of the original foliage you used as a base and just start placing in your own within the grid you setup. Since the vbsp is using the same location for the original pieces, you won't need to edit it much (until you're troubleshooting your density later on). You'll need to likely clean up your scans before getting them in, which I'm still learning alot about. Once you've got it all ready, it's going to use whatever material/vbsp combo you use in your map properties like the old detail sprite system and basically cover any textures using the "grass" surface property. Using console commands, you can change the material in-game and re-generate foliage similar to how you would generate cubemaps. I used one of the commands to turn the wind on the grass way up for this gif (type find foliage in console, you'll see everything you need.) Your foliage is saved to a .flg file associated with your map. The real tricky part is troubleshooting your density. Because the density is capped right now, you need to find ways to "fake" density or to give your grass a more seamless look. It can look very "spammy" by default. I'm still experimenting alot with this, but what I've found is that sprite size is really the biggest help in this regard. You can increase this in your vbsp, my goal is to always hide as much of my bumpy displacement bits as I can. The downside to increasing your sprite size is that they can seem kinda blurry up close, but this can kinda be remedied with more fine tuning. You can also try and match the color hex value of your ground texture to match your foliage in-game as much as possible so it feels more seamless. The system is awesome, we bugged them about adding it for a long time. It's surprisingly efficient and the massive draw distances you can get with it are kinda silly (this was a 10k x 10k map). I love that the guys at NWI took the time to work on this, not many studios would do that. They really care about their mapping/modding community. Sorry if that was a roundabout way of explaining it, I could probably explain it with more clarity once I learn more. Feel free to dm me on the mapcore discord if you want help
  10. WIP in WIP, post your level screenshots!

    Made some grass for my Day of Infamy map to try and take advantage of their new foliage system.
  11. Climbing DOOM's Argent Tower

    Cool read! DOOM was such a great blast from the past. Just raw level to level gameplay, pure experience. Can't wait for what they work on next!
  12. Quake Champions

    Exactly. If they truly see this as a new Quake game, then they will release an editor. I get what you're saying, but I think this is kind of an outdated way of thinking. The line between environment art and level design is pretty blurry, especially in the community scene. Many community mappers wear both hats out of necessity. Mappers have never been exempt from making their maps look good, and times have changed. We simply can't keep up with the quality standards with basic bsp tools. That doesn't mean it's impossible for them to implement robust geo tools or a modular mesh kit, but the reality is that making a complete art-passed map in 2017 (even in brush based engines) might mean you'll have to use some form of modeling tool.
  13. Quake Champions

    The game is balanced decently and fun to play, and has basically replaced Quake Live for me. Dueling is fun and still feels very psychological like Q3A/QL. The biggest issue is the stuttering that I seem to get, even on lowest settings. I'm also really worried that there won't be a map editor, as has been the case for most games this generation and is such a huge reason for Quake's popularity. It's a really sad trend that I hope they can break, as I probably would've never bought Quake if it wasn't for mods and custom maps.
  14. A Game of Thrones

  15. Mapcore Job Census

    Hell yeah, congrats man!
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