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GRiNET

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Posts posted by GRiNET

  1. Currently trying to broaden my competence as a level designer.

    Growing really tired of having ideas and not be able to create them.

    It always feel that there are crucial materials, models or assets that are missing.

    Therefore I am currently picking up 3DS max to learn how to model my own assets and Substance Designer to create my own materials.

    As I think Bastion here on mapcore said "A real level designer can model".

    That got me going.

     

  2. I like your portfolio!

    Some pointers in my opinion.

    At the front page I would place a line in between your works like this.

          Oleg.thumb.png.cad32e5d60839d1fe4a83fcfc182b0f2.png

    This is to create some space so that everything feels separate.
    At the moment it just feels like everything is floating together.

    White is a dangerous color to have since it can be very straining on the eyes to watch depending on screen brightness and real life environmental factors.
    Maybe think about doing it more grayish so it is more easy to look at.

    Lastly I would remove the text when you hover over an image.
    I find it very annoying and it feels incomplete.
    Some pictures have a lot of text and some barely none.

    Also, when you write what you have done on the game, try to make some things in BOLD.
    This will make it easier to read and navigate.
    For example: Engine: Unity  = Engine: Unity
    Also spellcheck your comments! Some sentences ends with ; and others with . so go through and settle down with a normal ..

    Otherwise it looks good with both videos and images.

    Hope it helped!

  3. I like the overall feeling of this.

    However, I have two things that I am not entirely sold on.

    From the view from the screenshot depicting site it it looks very hard to defend du to the complex shape of the site.

    Bombsite B looks way to big.

    Otherwise looking good, will be interesting to see how this progresses!

  4. I want to feel glad and positive but I don't.

    What about improved siege-tank ai? 
    What about unit grouping?

    And I certainly don't want to pay for this. I mean come on, this isn't a new game.
    We who already own sc1, sc1:bw or sc2 should not pay this IMO.
    A symbolic donation of 5$ maybe but not more.

  5. I do have a basic knowledge of how to navigate and BSP blockout in the level.

    I also can manage a few scripts in the visual scripting for blueprints.

    I was just curious about the whole level design approach. 

    When I think level design, I firstly and mostly think greybox/whitebox and setting the flow and pacing of the map.

    But then there are the "artsy" part of it with the dressing and the lighting.

    I guess a level designer that wants to break in to the industry will have to "master" them all in a way before they can narrow down and focus on one part.

  6. Thank you guys for the replies! I'll check it out!

     

    9 minutes ago, 2d-chris said:

    Hey - I made a video series, 5 hours long with commentary for making a map for UT, hopefully it is helpful. I don't cover the art pas though, just first pass design

     

    You did LostTomb?

    Another question.

    Coming from mapping in the source engine is there anything particular I should note about Unreal except the really obvious things?

    For example are there any specific keybinds and/or functions that are really good which isn't quite so obvious for a beginner?

  7. Hello everyone!

    My next project is going to be a tight 1v1 duel Unreal Tournament map.

    I have some questions to anyone comfortable/used to make maps for Unreal Tournament.
    I can't seem to find a specific level design workflow from Epic Games.
    What I have found is that I should block the level out using BSP, and since I don't create my own assets, I will have to dress the map with theirs. 
    I wonder if there are any general guidelines to think about when designing an UT map.

    Any help would be appreciated!
     

  8. UPDATE 2017-03-08

    Hello everyone!

    I am pleased to say that the mod is now finished. I have rebalanced and rebuilt a lot based on feedback and playtesting but now it is done and ready to be shipped.

    The current release date is now on friday, march the 10th. 

    Currently I am writing my documentation on how the mod was made and what workflow I used to complete it during these 6 weeks I worked on it. 

    I hope you give it a go and tell me what you think. 

    Here is the link to the page on MODDB where the mod will be uploaded and ready for download on friday. 

    http://www.moddb.com/mods/aurora-reinstated

  9. I don't like the looks of this at all. I think it would be great to have a game that is unique in its own sense rather than a SC2 copy. I will of course give this a chance but there are some really ugly moba-inspired animations in this which is just hideous. For example the hammer flip swing. My god, remove it already.

  10. 2 hours ago, Roald said:

    Looking good!

    I should hang the lights in the first screen closer to the ceiling (and maybe not that close to the walls).

    It feels when walking there you will bump your head against it. 

    And on the last screenshots there could be a another ceiling light more in the back of the room.

    But besides these two things it looks nice!

    Hey, thank you! I just saw thanks to you pointing it out that i haven't attached the lamps to the actual ceiling in the first screen..

  11. UPDATE 2017-03-02

    The second map is now finsihed. What remains are final tweaking of lighting, minor balancing with supplies vs combat encounter and more delicate sound cues. 

    I have began to finalize map 3 and its heavily reworked from the original plan due to it not being fun or particularly interesting. 

    Beneath are some screenshots from map 2 in its final state. Feedback is more than welcome, especially regarding the lighting. 

    Spoiler

    20170302091404_1.thumb.jpg.79ff49fa39043c9c4bd60262897b62f8.jpg

    CHECKPOINT

    20170302091440_1.thumb.jpg.88610aaf24e664664b331326175dd1f9.jpg

    STORAGE

    20170302091711_1.thumb.jpg.581a721942b629f004321dfcd508203e.jpg

    MAIN BAY

    20170302091741_1.thumb.jpg.53fd9ab4bf86440d2d2bf82e2860d648.jpg

    AUXILARY BAY

    20170302091806_1.thumb.jpg.ef82f30d1b7eaefe1c5b018fc498e25f.jpg

    TRAVERSE

     

     

  12. UPDATE 2017-02-20

    Right now I have done my first map to near completion. It is about 90% done.

    Everything gameplay wise is there now and the gameplay is working flawlessly. 

    I am very proud so far about the amount of work I have managed to do so far for this piece.

    Under the spoiler tag there are pictures of the map in its almost final state.

    Feedback is more than welcome.

    Spoiler

     

    STAIRWAY

    20170220155346_1.thumb.jpg.55209fcf0d6558dacd3edf5a5e2bd738.jpg

    TUNNEL

    20170220155359_1.thumb.jpg.91fdf7a443e96ac29874c78d4e7e4bb9.jpg

    WASTE

    20170220155408_1.thumb.jpg.f3d37a5435c8e5b6ea49a62e8c187023.jpg

    SERVICE AREA

    20170220155423_1.thumb.jpg.98f7af5aa443329ec7b2084af731a720.jpg

    SERVICE AREA

    20170220155430_1.thumb.jpg.fe605861ed8408b8cdc85193f27e62de.jpg

    MAIN ROOM

    20170220155517_1.thumb.jpg.885c528b424e1000c56da97ee95fb250.jpg

    MAIN ROOM

    20170220155534_1.thumb.jpg.c0805a1831f07123674cd072c3cc6693.jpg

    CHECKPOINT

    20170220155611_1.thumb.jpg.691619162f462bda89b15bd1b95e4d41.jpg

    GENERATOR ROOM

    20170220155744_1.thumb.jpg.b72b500080a0b7712979785f1cf21a05.jpg

    20170220155739_1.thumb.jpg.80c071e5539d139f7b3ff4c4c942f360.jpg

    20170220155633_1.thumb.jpg.d6835629da642e6f8a952742b0c05ff5.jpg

     

     

  13. UPDATE 2017-02-13

    Things are progressing albeit a bit slowly due to a lot of things in school and at the same time having a cold.

    The maps have been reworked quite a lot in this early phase and I have redrawn my topdowns to fit my new needs. 

    A lot of the things I have been struggling with is the general space planning to make the environment feel right and be believable at the same time.

    I have noticed several times when running around that the maps became too linear and/or too articifial. 

    But, a solution is in the works! 

    Below I will post some alpha-stage pictures off the maps under spoiler headers. 

    Spoiler

    20170213141143_1.thumb.jpg.20d48f7218ccd1df26a4e0313dff75fc.jpg

    ID-Checkpoint

    20170213141155_1.thumb.jpg.74ad9ff286436d44edd0d0fdf92574c5.jpg

    Outside checkpoint

    20170213141205_1.thumb.jpg.561906bd3d0ccadbf7f95be1cb5a69d6.jpg

    Way to first assembly

    20170213141233_1.thumb.jpg.3f75df027e9a81cb8097793433acdc03.jpg

    First assembly room

    20170213141245_1.thumb.jpg.9f3df270e749b2660ecf52384ed0a9f9.jpg

    First assembly room

    20170213141303_1.thumb.jpg.df78c4e223f36057b2c6d91863673ab0.jpg

    Second assembly room

    20170213141312_1.thumb.jpg.3f3f2fa65ee162aa3372949825bf04a7.jpg

    Second assembly room

    20170213141324_1.thumb.jpg.043d7885b66ff538f41f1e4e3316610b.jpg

    Second assembly room

    20170213141359_1.thumb.jpg.50301180f258c491cd2f73ec589969d4.jpg

    Service lock

     

     

    Comments and feedback are of course more than welcome to help me improve in my work. 

    Remember, this is at an early alpha stage so this is the mere orangeboxing of the levels. 

    I am going beta this week so everything will be changed more or less. 

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