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MikeGon

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MikeGon last won the day on March 8

MikeGon had the most liked content!

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About MikeGon

Online IDs

  • Battlenet
    Nippleberry#1823
  • Steam
    mgonth
  • Twitter URL
    https://twitter.com/gonthiermike

Profile Information

  • Real Name
    Mike Gonthier
  • Employer
    Defiant Studios
  • Job
    Level Designer
  • Location
    New York NY

Profile Fields

  • Website
    mikegonthier.com

Recent Profile Visitors

1,324 profile views
  1. MikeGon

    Level Design Help Files

    Very cool, that could be useful as a starting point for large scale worlds!
  2. MikeGon

    Opal

    Totally. Not sure that's actually necessary here though... I'm factoring in that feedback, but I'm trying not to overreact and set fire to everything on a whim! I'm not attached to it that much honestly, I will happily make drastic changes if necessary. Quality is the top priority, here!
  3. MikeGon

    Prodeus (random dev stuff)

    I like that it serves many purposes, great design and way to leverage gameplay elements!
  4. MikeGon

    Opal

    Now, about the map! Thank you so much for playing and sharing your thoughts, I really appreciate it!! I gathered all the feedback not only from here, but outside MC as well. Here's what came up the most, and what I plan to do for each: "Underground area doesn't fit the style of the map." So in terms of themes, I really like environments that clash 2 themes together in a harsh way, and that's what I am going for here. But perhaps these 2 themes are too contrasted though... It had a "dirty industrial" look for a while, but it didn't feel very good... more like a scary ugly place you don't want to be in. I want both sides of the map to be as cool and appealing, only in a different way. One possible solution I'm thinking about, is changing the theme for a more stony/sandy "ancient" underground theme, using mostly the Dust2 set. I'll try it and see what it feels like! "...Remove the underground space and put bombsite B somewhere else." Well, that would be like deleting 40% of the map. Having an underground area was part of the initial ideas/constraints for the project, and making such a change at this stage of production would pull the rug under the castle of cards... In other words, one of the main motivations behind this project is to do 3D level design, because I'm not a fan of those flat, "extruded top-downs" maps... Simply put, I like Nuke a lot I'm siding more towards fixing it, than scrapping it. Maybe we can go into more details, and fix the small problems one by one... "There are way too many angles to check and it's literally possible for the enemies to come from behind." The level flow is actually very typical... but with a twist, literally (it's kind of weird to look at, but basically look at how the connections are the same): However, there are 2 extra connectors that I added and probably shouldn't have (I don't remember why I did that, I know I had a good reason to do so...): The little vaulted tunnel that goes from Chokepoint A to Alley The fact that Chokepoint B is linked to Staircase room... it shouldn't be I think that if I remove those it'll simplify it a bit, and feel closer to your typical CS map. I'll try it and see what it feels like! "Map is currently way too big" It was actually smaller a long time ago, but when I saw that the spawn-to-chokepoint time on official maps was bigger, I decided to add a few seconds everywhere. Spawn-to-Chokepoint A is 10.5s for both teams, Spawn-to-Chokepoint B is 10s, if I remember correctly. I agree that shaving 1-2 seconds there would be great. I might be able to make the spawns a bit closer, I'll see what I can do about that... "Rotation takes too much time" I totally agree. The biggest mistake I made during blockout is that I forgot to initially plan for a rotation paths, since I had no idea how CSGO worked (I still don't, tbh) Right now, the rotation route is 14.5s and I wish it was around 11-12s. I could also be more intuitive, because I think the optimal route isn't readable enough. It is: (A -> Alley -> InteriorHouse -> Jump through window -> Stairs room -> Connector -> B). The solution I'm thinking about, and it will be the first thing I will try, is to create a path through the Bombsite A tower, I like an interior space with a stair and a basement, that leads down under the street in mid. So it would cut a long detour: "Stair step are too high" The reason why I made them that high is because it worked well with the grid. Also those steps are actually really big on the references I'm looking at. But I totally agree they could be shorter if it feels more natural, I'll see what I can do! "...water texture doesn't seem to be packed right. It appears black." Will fix this asap!
  5. MikeGon

    Opal

    Good news!!!! I finally got them to deliver: Looks like we're back in business!!! I guess NYPD finally got to them, because they've been strangely responsive in the last few days...
  6. MikeGon

    Opal

    Thanks! I'll be okay... staying positive. Of course this won't affect my motivation- this is my career and passion afterall Yep I hope too, though I would lose all the stuff that was in progress for the future... especially my custom models and making art isn't my speciality at all, and took considerable effort But hopes aren't lost. Consumer protection has 2 case filed against the moving company, and now the police is on their ass! Smart man! I should have done the same. From now on even my pet projects will be on the cloud I swear!
  7. MikeGon

    Opal

    Woah okay I'm back, catching up... I still don't have my stuff and computer, and I'm still in trouble. Using a work computer for everything atm. Resorting to legal actions against the moving company since they have my stuff since almost 2 months now. It's a mess because that's Canadian company an I'm in the US, so I need to show up to a court over there because those here don't take care of that. I'm looking for a lawyer atm to help me with this. I've been living in terrible conditions, out of a backpack for the past 2 months. They pulled a bait-and-switch on me, doubling the price compared to the quote, and on top of that, they completely unreachable. They don't answer the phone and don't reply to emails. I just looked at reviews, and they're basically a scam company. Obviously I'm deeply regretting and feeling very stupid for not looking that up before letting them take everything that I have. I'm basically experiencing exactly what these people are describing here: https://www.mymovingreviews.com/movers/access-canada-movers-8061 Now the scary thing is that a lot of them are talking about their stuff being damaged, etc. So if my computer and hard drive are broken or lost, this project and all the source files (and... all my other projects as well) are gone. The kind of stuff that always happen to "other people", well sometimes it happens to you huh... what a nightmare. (This should probably be in a "What's going on with your life?" thread but since it affects the project I'm posting it here.)
  8. MikeGon

    Resident Evil 2 Remake

    RE4 is pretty much my favorite game, and overall best in the series IMO, but 2 has my favorite story. So the idea that they're remaking 2 with the controls and flavor of 4 shrinks my pants to no end
  9. MikeGon

    2018: Mapcore's Year in Review

    I know right? What an amazing year!! Great job, I'm so proud of everybody
  10. MikeGon

    Opal

    Quick update: I won't be able to work on the map since I won't have access to my computer (and 99% of my belongings), for 2-3 more weeks... The movers were supposed to deliver my stuff this week, but they pushed it back to Jan15 - Jan20. Will keep you guys posted! Also, HAPPY NEW YEAR! May your LD/LA skills improve like never before in 2019!! Cheers!
  11. MikeGon

    Mapcore Job Census

    Congrats @AlexM!! I wish you all the luck! This week, I moved to Brooklyn NY and started on a new gig, level designer at Defiant Studios! A very talented, agile, and passionate little team we have here- I love it!
  12. MikeGon

    [Unity] Dungeon

    Cool stuff! What is it for? Will you be making a game out of that?
  13. MikeGon

    [Wingman] Turnpike

    Looking fantastic @Squad! What's the layout like? Are parts of the outside area and road playable too?
  14. MikeGon

    Opal

    Absolutely, I would be honored! I would like to polish it up a little bit more before if that's okay - I want this to be a pleasant experience! (Unless you are on a tight schedule, then I guess we could go with this version...) I'm moving to the US at the moment, and the movers will keep my stuff 2 weeks - I won't have access to my computer for a while, so I'm looking at December 29-30 for version 1.17 - would that work for you? Thank you @blackdog ! Yeah lighting in particular still needs a lot of work, especially in the underground areas. Trying to strike that right balance between mood and visibility.
  15. MikeGon

    Opal

    aaaand fixed! (I just removed that brush, it wasn't really needed) That will be part of v1.17 - Thank you @Serialmapper and feel free to let me know if you find more issues!
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