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grapen

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grapen last won the day on February 4

grapen had the most liked content!

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About grapen

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    Regular

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  • Steam
    grapen
  • Twitter URL
    https://twitter.com/grapenFG
  • Website
    http://www.grapensparr.com/

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  • Job
    Senior Analyst
  • Location
    Stockholm, Sweden

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  1. Fredric Grapensparr - Level Designer

    Time for an update! Slimmed it down to basically (almost) a one-pager.
  2. The cost of games

    It is very much an oddball game, not what you expect from looking at screenshots. It explores existentialism and references many historic philosophers. Can’t tell you more, should be be experienced
  3. The cost of games

    I’ve been playing NieR: Automata lately and analyzing it every step of the way. To me it seems perfectly adapted to today’s market situation for singleplayer games. The visual fidelity is very low for a 2017 game, assets and materials are being rehashed to infinity (albeit fairly well hidden for the untrained eye), you’re basically fighting the same enemies over and over, and the main scenario is pretty short. Yet despite this I’ve been very engaged, more so than I was in Zelda BotW to be honest, and I’m a long time fan of that franchise. The gameplay, soundtrack and story is so well executed, and without telling too much, they’ve been very clever with the replayability. The game is designed to offset the lack of visual fidelity and length in how everything plays out. I can think of one recent game from the same publisher even, where the exact opposite is (subjectively) true. A game that took a decade to get out, with a huge intricately and beautifully designed world, terrible combat and dull story: FF15. Luckily for Square Enix, NieR and their F2P mobile games make up for that loss. Ironic.
  4. de_berth

    Hey there. The holidays have been very busy for me and I also managed somehow to catch both sinisitus and bronchitis. Ain't nobody got time for that, so I kept going and prepared one last update for the duration of this contest: http://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 Before screenshots, I figure I'll just type down the story behind the map, for anyone interested. Initially I didn't think I'd even participate in the contest since I needed to wrap up my previous project. Yet when we were two months in, during the last days of July, I did a quick sketch for a layout on a piece of paper and got to grayboxing. Two hours later I had this thing: Much of it is still there today with some variation. With so little time remaining (3 months at this point, before the extension was announced) I needed to make the map as small as I possibly could, within reasonable expectations of 5v5 gameplay. The theme had to be something I was comfortable with, and where I could borrow a lot of stock content. My goal was to rush it and not have any dev stuff by the first deadline, I figured I had to in order to even have a chance at top 10. Admittedly I was a bit surprised at making it. As for the layout itself, I wanted to take some inspiration from Mill and Overpass for some familiarity. liked the idea of having a slightly faster route to one site, much like Overpass, although making it scary to rush. I also wanted to give CT's the option of playing more dynamically with different positions and crossfires like Mill. During the old era of CS, Mill was my favourite map and I still think the A site of that map is the most exciting site in the history of CS. Despite Berth being so compact and simple, I feel good about the options currently available to both teams. I consulted with an old friend and teammate alike, did some iterations and carried on. I really wanted to go for an overcast environment and ended up bashing my head trying to make it work. Spoilers: it didn't. There were just too many issues that I couldn't ignore, not to mention everyone hated it (hehe). After a LOT of palette iterations, I settled for mostly green and yellow, ironically inspired by the Mako reactor of FF7 after doing a re-run of that. I had some closed testing along the way and felt I was on the right track, though after the faceit playtests I got some good feedback that pushed me to change some things up. Thanks everyone who played and provided feedback, also a special shoutout to @Terri for taking the time to go so far as making a video and heatmaps. In the past few weeks I've cleaned up angles, removed some overly cheeky boosts and provided more art. Now for the update: I think most notably, the map should feel a little less spacious. I removed accessibility to the giant metal stairs for both teams to prevent cheap boosts and awkward angles. B-site has received a makeover for a memorable look. It's now possible to reasonably hold "catwalk" while also removing a nasty headpeek. Underpass is now more fair for T's. Where does that leave the state of the map? Well, I'm not done, I want to continue workin on the art, but that will have to wait until after the contest. Thanks everyone who took the time to check out my map, also thanks Mapcore and Faceit for this opportunity. Already looking forward to the next contest, whatever it may be.
  5. The first line of your material files reference the shader, such as vertexlitgeneric, lightmappedgeneric, unlitgeneric, water etc.
  6. Yeah they changed how the engine handles these incompatible errors this fall, before they would not even give you a warning, though some users would experience visual glitches. These days the game just straight up crash. Also, the fact that there's an issue with an unlit generic shaders should give some helpful info, you probably don't have a lot of those?
  7. You have a material with incompatible parameters. You can cordon compile the map until you find it, or just go through each vmt with for instance VMT Editor if you don’t have a lot of custom content.
  8. Substance Designer and Painter is commonly used, at least within Mapcore.
  9. [WIP] De_Glace

    That’s a lot of tri’s for something that will go unnoticed, it’s not a good idea. If you want to make things pop with geo I’d rather model the floor tiles.
  10. Lightning bug on hammer - anyone can help?

    In this case I think it's that the displacement is too wide with too large lightmaps. Try cutting it once in the middle, if that's not enough, lower the lightmaps to 8.
  11. de_berth

    Thanks for the vid! I thought it was great. You bring up some good points that others have as well, so I'll be rectifying those for sure. The next version will be quite different from the current workshop version, so be sure to check back again near the contest deadline.
  12. de_berth

    Updated the workshop for the playtests tomorrow. Next update coming in about two weeks.
  13. The random model thread!

    You need to use smoothing for those curved faces. Go into mesh properties and activate autosmooth (180 deg), smooth faces and mark sharp edges where necessary.
  14. Goals for 2018?

    It’s time for me to start trying to get interviews going and break into the industry. Making the career switch in 2018 would be the dream.
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