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Yokogeri

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  • Real Name
    Tudor Gogan
  • Job
    Level Design Student @ The Game Assembly

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  1. Hey there! I've just released my portfolio, which contains work from my Level Design education at The Game Assembly. I mainly aim to advertise myself as a level and environment designer, but have also included a few projects where I showcase my scripting capabilities. http://tudorgogan.se/ Any kind of feedback or critique would be really appreciated!
  2. Did you turn off the tractor beam and use the portable surface furthest up on the wall? With enough goo and a jump (jumps were not needed before) it is relatively easy to reach the second floor. I'll definitely make sure to address the lighting!
  3. @Radu Hey, thank you for the awesome feedback! Several people have mentioned problems with the ergonomics of the map (especially getting stuck in rubble as you mentioned) - something that should be fixed in the newest version of the map, released today. I removed almost all of the moss on the ground in key areas, and also removed several static props that obstructed the player. I had to keep some of them for the sake of decoration, but collision has been disabled for those. @FMPONE Thanks a lot for the spotlight! I hope you played it late enough for me to have had time to update the map to its newer version. Here are some other things I've tried to improve, based on the feedback I've received from multiple people: "The map is too linear, which makes it too easy" I've made smaller redesigns to several parts of the level, which should make it feel less like I am "forcing" solutions on the player. It's still linear, but should in relation to the previous version be somewhat harder for someone who has never played it before. "The start is confusing. It took me a while to figure out that the tunnel is not the right way." I removed the tunnel altogether and opened up the area with some added toxic goo. This makes it clearer to the player that they are not supposed to head that way. "However i seem jump at the end, i almost always land ON TOP of the end gate - sometimes falling down, forcing me to redo parts of the puzzle." Removed the ramp. It is much easier to land perfectly into the end gate now. "I feel that several parts of the puzzle were unnecessary/i never needed to go there." I removed some parts of the puzzle (example: the small room which got unlocked at the end) and made less visited parts more vital to the solution (example: laser is now located in the shaded part of the second level, instead of being next to the turret). The two things which i am most worried/ashamed for now are: 1. Lighting. I really need to check out env_projectedtexture and take another lighting pass. 2. I'm worried i might have removed too many props when it comes to the visual part of the level. Has it not lost some of its visual charm? Am i right to have those two things as my main focus for a final update in the nearby future? Here's a quick screenshot from the new first floor:
  4. I spent some time fixing several visual issues today. 100+ adjustments have been made in order to make the experience smoother. Those include: - Corrected lots of levitating/clipping foliage and tiles. - Brightened up a few areas that were extremely dark. - Adjusted a few misaligned textures. - Attempted to make the info panel look more 'overgrown', but failed. Had issues with the overlay affecting transparency. - Fixed a few tiles that should not have been invisible. - Removed a few props from unfitting places. - Added new props to places that felt too empty. - Added collision to a few props that were missing it. - Minor performance improvements.
  5. Hey there! "Verdant Ascent" is a Portal 2 map revolving around four core concepts: - Reusability of mechanics. - Climbing upwards. - "Assasinating" turrets. - Overgrown aesthetics. I've been working on it for 4 weeks, and would greatly appreciate any critique or feedback. This map will serve as a piece of my upcoming Level Design portfolio, so i cannot stress enough on the importance of your input! Difficulty: Easy to Medium. Duration: 15 to 30 minutes. Link to Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=890986421
  6. Lots of great pointers, thank you for the awesome feedback! I will definitely take a more thorough lighting pass this week, especially in the indoor parts of the level. I completely agree with the numbers of CP's, it's quite silly now that i think of it haha! The main point of the huge amount of CP's was to indicate "you can't take all of those on with your normal weapons, use the air boat!" to the player, in case the player does not automatically enter one of the air boats on sight. I think this was quite lazy sort of design, and I'm sure i can find better ways of doing this. The part about removing the fence also sounds like a good idea. It will probably improve the flow of the level too, since the player right now only uses the air boat for a few seconds before being forced to get off again - quite the anti-climax. If we just imagine that the first rooms were better lit; did the escape route puzzle feel adequately challenging and "realistic"? I want that room to feel as if the CP's have just used it as a storage room, and would never think of someone managing to escape from it.
  7. The first version of "Confinement" is live! I've updated the main post, and added a download link. Currently known issues: - The majority of the indoor area in the beginning is poorly lit, being generally too dark. - The starter "escape" puzzle is frustrating and does not work smoothly yet. - There are many smaller and "hidden" places where the player can potentially get stuck, and be forced to restart the level. - The latter half of the map is completely empty of enemies. - If the player does not have the next map of the "Odyssey" campaign, the player will simply fall through the level at the ending. While the map is currently in a very rough state, i would still appreciate any feedback! :-)
  8. "Confinement" Game: Half-Life 2 Map Name: HL2_Odyssey_M8_Confinement Context: Part of the HL2_Odyssey project Time spent developing: Week 5 of 8 (at 50% work hours) Estimated playtime: 5-10 minutes Description & Background "Confinement" is one of the later maps of the HL2_Odyssey, being the 8th in the campaign. The level takes place in a combine base situated in the sea, close to the beach. Gordon Freeman is not set out for a sunny vacation though. After being kidnapped in the previous level, with no more weapons in his arsenal, Freeman must survive and find his way out of this prison-like fortress. Role in the campaign The main role of this map is to introduce the air boat to the player. What makes it truly interesting though, is that Gordon Freeman starts completely defenseless in this map, having lost all of his weapons. The player must find more unusual ways of dealing with the enemies, until he/she reacquires all of the previous weapons. Hit me with your hardest feedback! :-) And a huge thanks for everyone taking their time to try out my map! Alpha Build: Confinement - Download Link
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