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Jax0's Achievements


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  1. Thank you! I always start with sketches, but I've been wanting to do proper digital diagrams for something for a while. It was very useful to discover new gameplay elements before even putting it together in the editor. And here's a few updates!
  2. Put in another 3 hours tonight and 95% finished the whole layout. Art pass next week! Happy with the progress. It's intended to be a very short, high-action experience and I'm ok with the linear design for now. The next map will be more open-world. Here's the update photo... (notice how my diagram influenced changes on the top half of the level)
  3. Who knew, drawing out a level plan actually helps come up with better ideas, a more structured level, and overall more enjoyable gameplay. Tonight I made some additional changes based on the diagram. Also worked on perfecting the Big Boom at the end.
  4. Quick scribble to help me figure out what the plan is, going forward
  5. Started Map #2 in the Far Cry 5 Arcade editor. I'm enjoying the idea of creating multiple playable experiences as this character called 'Rogue', taking a lot of cues from the high-action gameplay style of the old James Bond games. Rogue - Altitude (WIP Title) is a 'Bounty' type level set in the high alps, where you must infiltrate an oil pipeline checkpoint facility, take out the Rocket-Firing Evil Dude and then survive an explosive escape by aeroplane. Here are the first WIP images for it. I'm going to practice making some proper diagrams and such. I want this level's creation to also be a lesson in good documentation.
  6. This week I released my first ever public map! (woo!) It's called "Rogue - Chaos Break" and was made in the editor for Far Cry 5 Arcade. Here is a video of the gameplay: https://youtu.be/g2j6ieZsTbA An editor like this makes it easy to start creating your level using terrain first and then using trial-and-error with the provided 3d meshes to get your layout working, but I wanted to push for a more traditional pipeline. I started with a greybox pass and then iterated on that, when the layout was good I began bringing in 3d Meshes. Because I can't create my own, there was definitely further iteration required to find meshes that fit but overall the layout didn't have to change that much, and I think for a first released map I've done ok! In ~ 4 days it's had 1,000+ plays, 600+ reviews, 30+ people favourited it and is currently sitting at a 4.6 star rating. I'm very happy with the result. On to the next thing! https://far-cry-arcade.ubi.com/en-au/pc/map/5b56e33ba7e1396c3c1f909f Now, some images of development
  7. Jax0

    [CS:GO] De_PointBlank

    A couple more photos of the 'vista', as I spent tonight working on the foreground and background. Yet to make it blend seamlessely but I'll get there~ (Also still figuring out the best settings for nice shadows on props! They're being so difficult)
  8. Hey Mapcore! This will be my first year attending GDC which is super cool, and I'm wondering if I might see anyone else there from these forums? If you are going, what talks/ workshops etc are you looking forward to? How many parties will you attempt to attend in one night? etc. Hope to catch you there ~
  9. Jax0

    [CS:GO] De_PointBlank

    Thank you both! Yes, I'm yet to learn how to increase the brightness of the outdoor areas 'in shade' sections, seeing as I don't fully understand how the engine's global illumination is calculated. I'm thinking my plan of action might just be a few carefully placed standard lights to boost brightness without losing the distinction between sunlight and shadow. And DRZ thank you, I'm now looking more critically at the brush work and the areas I would love to be lazy about and leave be, haha, but now planning ways I can break it up/ detail it/ shape it better into something more pleasing to the eye
  10. Jax0

    [CS:GO] De_PointBlank

    Hi Everyone, This is my first Hammer map*, also my first CSGO map aaaand therefore my first Source map in general, so I'm a little late to the party but heyyy it's nice to be here at last. So far I've spent about 7 or 8 days on it over 4 weeks. Roughly ~ 80 - 100 hours I'd say? I spent a lot of time playing bomb defusal and learning all the mechanics before jumping in of course. And watching some online matches to see what hacks players can exploit in the engine, and trying to design with all that in mind. It's actually a lot fun! *I've dabbled, but never made a full map So, what is de_pointblank? The story is a terrorist/rebel group are infiltrating a weapons development facility hidden in the mountains with the goal of destroying either the weapons cache (A) or the giant satellite dish (B) It's called pointblank as I was aiming to frequently funnel players into fairly close crossfire scenarios in enclosed spaces. There are three main paths. Either through the HQ, or the mid-lane via the waterway, or through the server room which links A and B on the upper level. Here's a general diagram and overview of the initial layout: EDIT... I added a hallway between 'Turbine' and B and Turbine is just a courtyard now, really Amended layout in-editor, first greybox pass... Some early wip shots... Bombsite B Courtyard HQ Bombsite A And so far this week I've been learning a *lot* about lighting and prop placements and the difference between static props and dynamic props, so on and so on. I'll finish by just attaching some of the latest images. Aiming to have the map done asap! Want it in my portfolio PS: I think I'm not enjoying the fog. It's hard to get it right and might be better off totally without! I'm open to feedback, C&C! I'm learning a *lot* as I go along, so forgive me of any rookie errors haha. (But also please point them out. I need to know how to improve!)
  11. Hey, this whole thread is awesome from the environment art to the industry pipeline insights, thank you. I was wondering if you might answer this too... how much time is allocated to the development of one level like this? How much time for your blockout, modular pass, environment pass, light baking etc?
  12. Jax0


    This looks amazing! Very grey though, which is true to life - but hey maybe a splash of colour throughout could be an improvement on the original
  13. Thanks! I'm not too sure yet what to do about the large walls. I need to break them up somehow. Oh and I realised low grav / translocator totally breaks the map. WELP. More things to solve
  14. Hurrah! I was able to fix my problems with the help of the awesome people in the Unreal Discord! Turns out I just had to delete one pesky material from my map and it's been fine since then Update! Layout: - I'm mostly happy with the layout (besides some view distances I need to divide up, but will be an easy task) so I decided to spend today and yesterday testing some basic meshes and lighting to start building the style and feel of the map. Lighting: - I'm experimenting lighting the areas a little differently but all in a purple/blue/green palette. This is so players know immediately where they are on spawning but still the map has an overall consistent feel. - Lighting is too dark! And the sun rays, though awesome in editor, are just annoying in game. So I'll be tweaking that too. It's got it's hiccups and imperfections, but I'm just happy to be working on it again haha. Anyway, here's some more progress shots
  15. Thank you! Yes I had plans to work closely with an artist to detail the map with trims, handrails, gardens etc and have the colour green throughout as a motif for highlighting and helping to define spaces. However I met a dead end with a compiler error that I was sadly never able to sort out So this week I'm completely deleting and re-installing the Editor, which means ~ 2-3 days worth of waiting for downloads to finish on Australian internet. But the silver lining is... I haven't given up hope yet!!
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