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About Nicky_Da_B

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    Nick Buonarota

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  1. Experimenting with the underground area. This is the area under the arena floor, where extra zombies will spawn. A combination of the geonosian hives and eggs. Maybe a small section to the droid factory parts from episode 2.
  2. Did some work on the VIP box area where dooku watched the fight during the movie.
  3. Continuing with texture work I continued bringing in some custom textures for the map. I ripped more textures from Republic Commando and did some minor photoshop work on them. Going into a little detail on the process. This first batch of textures I screen grabbed from the unreal editor for republic commando. Edited in photoshop, then imported into hammer. It should be enough for me to texture the map. If there is some glaring missing texture that I can't live without, then I will address after my attempt to texture the map using this texture set here first. And then just to get started, and see some improvement on the map, I textured the arena.
  4. Fixing the light issue 2 hrs It was an issue with the angled stadium seating that was a world brush chopping up the bsp tree Turned them into “func detail” ents as so they no longer chopped up the world… Pc prob couldn't handle the math Left them on initially to make more areas to chop up the map, but prob dont need That piece would probably be a maya prop anyway With manually drawn area portal cut offs? But the map is mostly open air, so the whole thing would prob render Only the back tunnels and basement would benefit from the old school quake room by room level design engine Still dark, but fixed Will adjust light source next. Then cont texturing I want at least the outside sun light source, so texturing / screenshots will look nicer
  5. Started texturing 2 custom textures. Based from republic commando, brought into photoshop Had some issues with the sun… light env Spent too much time trying to debug it I wanted non “full bright” to get a better screenshot with the new textures…. Eh, prob not worth the time at this stage
  6. I did some work on the "grey box" stage. Blocked out some important areas, then worked on getting the game into a minimum playable state. Side note, for your reference... making 90% of a map in hammer circular is a pain when working on grid. I do not recommend. Maybe pick some major grid points and make most of it a model in maya or something. Some other notes I took when I was working on this part during Christmas break. Having the pressing deadline of the week between xmas and new year, i found myself looking at stuff in the editor and going, “uhh, eem.” a lot. And just staring at an object / layout until I found the best way to build it. Or even approach to build it. A more detailed drawing would have probably eliminated that “meandering phase” For example, my drawing had “place VIP seat box” here, and “make it look like movie” but it didn't really say more than that… so i spent a lot of time re watching that scene and kinda building it from the movie. Maybe I would have been able to grey box it faster if this was one of the sections that was zoomed in on during the expanded level bible, with a more detailed layout drawing of this sub sectionz.
  7. I had some friends give me feedback on the "one sheet". Here is the new revised version. I'm not sure if it's better or not, but they seem to agree it is better.
  8. Nice breakdown. Love these kinda vids. Thanks for taking the time to make and share.
  9. So, I’ve been seriously thinking about trying to pivot back into games for about a year now. I've been working as a software engineer for the past 5 years. But I think the next phase of my life I want to be back in games. Some of the things I think I want are: Level design. Shipped titles. Star Wars IP. First person shooter. Adventure games. Dungeon explorer. So just to get me started somewhere again, I booted up hammer and started to work on a Hoth map survival scenario. It was large in scope and I was excited about it. I was going to work on it for a few months. But then around Christmas time I saw a job posting, which had a good chuck of the things I was looking for. I decided that I was going to focus on that and apply, but I didn't really have any new levels to showcase, so I decided to put Hoth to the side for now and work on something a little smaller in scale. I decided on the battle of Petranaki Arena on Geonosis from the end of attack of the clones. I think it would make for a good survival scenario in L4D2. This was the original job posting for reference, it has been taken down and no longer available, but I'll still publish this map on the steam workshop anyway. Here was my first quick sketch at a one sheet to start to put my ideas together in one place.
  10. I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Petranaki Arena on Geonosis . Placed right after the scene at the end of Attack of the clones. I think this is a good survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.
  11. This map project is a little too large for me right now. I was using it to get back into mapping, but I think I will put it on the back burner for now. I'm going to work on some smaller scale maps first. This will get me back in the swing of things.
  12. I know we mostly do CS:GO stuff here. But I thought I'd share this because it's also source. I also hope its ok if I share another community's contest. But I hope to think that we are all level designers and have fun competing and meeting new people, so it probably isn't bad to share. Mods let me know if it's not appropriate and I can take down. But it seems like Map Labs is going to host a L4D2 mapping contest in November. It could be cool to see the talent here try to make some nice 4-player coop maps instead of multiplayer PvP maps. Could be different level design muscles to stretch, but still familiar enough because its a first person shooter in source. :) https://twitter.com/MapLabsComps
  13. Hi order66, I'm sure there are a lot of people here who are qualified and experienced, but it might help if we knew a little bit more about the game we would be mapping for. Can you provide a description? Based off your reference video from tophatt. Someone might assume that you are making a map for CS:GO. They might feel comfortable being a level designer for that, but they might not feel comfortable being a level designer for Unreal, a non First Person Shooter, or your custom game engine, etc etc. I for example think I can easily do a block out for a CS:GO map. I'd also feel comfortable blocking out a grey box for a FPS in Unity. Yet with a side note that I haven't worked in Unity in a while and I might need some time to refresh my memory or learn new skills, which may impact my choice if I want to sign up for the project. And I would probably stay away from level design for a 2D platformer as I have no interest nor experience in that area. You might get some more serious applicants with a short description of the game project. Good luck with your search and I look forward to your post's update.
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