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Daniel Miede - Level Designer


DysPatch

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Hey mapcore,

I haven't posted here much, mainly because I have been busy working on levels for FA:S and so its not really personal work that I can show off (even though I could definitely use some tips). Well, I am going to be applying for some temp jobs/internships for the summer and I was wondering if you could all give me some constructive criticism on my portfolio. So please, have at it.

http://www.danielmiede.com/portfolio

It would be much appreciated if you could let me know, sort of, where I am at as a level designer and how I should improve. I have some tough skin, so please be brutally honest.

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Alright, so add more ground detail, like more props? Or do you mean brush based detail? Right now, these are older screenshots (since the maps are currently undergoing some reworking of the layout due to recent large scale testing). This is the current state of snowstorm (i had to increase the size of the middle and add additional routing).

http://danielmiede.com/scrapyard/ps_sno ... c90000.jpg

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Good stuff but some of the maps don't look very "lived in". Theres no debris and clutter/junk to break up the large expanses of open terrain.

I agree with Ginger Lord but in the same way I think it gives your maps a very clean cut style that you don't always see in maps anymore. Sometimes I think levels become too cluttered with props and decals even if it does make it more 'realistic'.. but then again maybe I just miss the good ol' Quake days ;)

Either way, awesome work!

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Good stuff but some of the maps don't look very "lived in". Theres no debris and clutter/junk to break up the large expanses of open terrain.

I agree with Ginger Lord but in the same way I think it gives your maps a very clean cut style that you don't always see in maps anymore. Sometimes I think levels become too cluttered with props and decals even if it does make it more 'realistic'.. but then again maybe I just miss the good ol' Quake days ;)

Either way, awesome work!

Thank you! Although, I hope my maps don't become noticed because they lack detail and remind people of an old engine :P. I am also going to see if I can compile some maps of previous partial work I did for mods, just to add variety. Do you think people will want to see partially complete work?

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  • 4 weeks later...

why are there only god rays from the stained glass windows, but not from the open part where the light is way brighter?

"God"-rays can obviously only originate from windows with religious motifs. Otherwise they would just be "rays" now wouldn't they? :cool:

But jokes aside, yes, this struck me as odd too.

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http://developer.valvesoftware.com/wiki ... tedtexture -> use it!

Your stuff is quite good, but lacks personality. looks too much sourcey. Lighting could use more contrast, looks too diffuse, like an overcast day. need some darker areas, pretty much everywhere is lit! And you should use some specularity to help define shapes, there isn't a single shiny thing on your maps. Caves are damp!

And the beach scene... is that snow? doesn't look like sand... And you have rocks fading on some screenshots.

Snow map only has snow on terrain... No snow on ramps, walkways, roofs? Even walls should gather snow on the concave parts.

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  • 4 weeks later...

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