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Author Topic: Level Designer: Snake  (Read 4894 times)

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Snake

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Level Designer: Snake
« on: July 28, 2009, 01:14:03 am »

Hello GES developers,

I have been playing GES since it's first beta and I am really impressed with how you guys have taken a great game from the N64, and given it a modern twist.  Truly one of the better HL2 mods I've played.

Anyways, I am here to ask if you would consider me for a level design position.
I've worked on and off with Hammer for several years now, and I have even done up a sample of what I can do by doing some of the Goldeneye level "Aztec".  (Image links are below).

I not only know level design with Hammer, but I know the basics of creating textures.  I am, however, in no way an expert at it.

I am a quick learner, and love to explore new technology.  If I join the team, with your help I can greatly improve and complete Aztec, or do whatever you want me to.

Feedback is greatly appreciated, and I am open to pointers on improving my skills.

Thanks for your time.

Aztec images:
Please note that the most upper monitors in the control room will eventually have a live camera of the shuttle room instead!!
(if you guys allow me to continue)

http://img258.imageshack.us/img258/1641/az1l.jpg
http://img36.imageshack.us/img36/7466/az2y.jpg
http://img149.imageshack.us/img149/9116/az3o.jpg
http://img198.imageshack.us/img198/7749/az5n.jpg
http://img198.imageshack.us/img198/663/az6v.jpg
http://img258.imageshack.us/img258/6540/az7f.jpg
http://img504.imageshack.us/img504/9849/az9.jpg
http://img193.imageshack.us/img193/6445/az10.jpg
http://img198.imageshack.us/img198/459/az11.jpg
http://img198.imageshack.us/img198/5484/az12.jpg
http://img149.imageshack.us/img149/3733/az13.jpg
http://img504.imageshack.us/img504/5571/az14.jpg
http://img149.imageshack.us/img149/405/az15.jpg

If you want some original images to compare to, I can muster those up too.
« Last Edit: July 05, 2010, 07:25:46 am by Snake »
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killermonkey

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Re: Level Designer: Snake
« Reply #1 on: July 28, 2009, 01:27:38 am »

I guess I am going to assume this is an aztec_CLASSIC.

We already have one of our devs doing Aztec at the moment. I am not really convinced of your skills with level _design_ with your submissions to be honest. Do you have any non-GES work to show? (3-4 images please)

Thank you for the compliments on the mod :)
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Jonathon [SSL]

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Re: Level Designer: Snake
« Reply #2 on: July 28, 2009, 01:30:50 am »

The lighting is very simplistic and blobbish, you can lower your lightmap scale to create some great looking lighting effects in that main room. Also, the brushwork is very blocky, not what I would expect to see in a thousands-year-old Aztec temple. In the control room, the constantly repeated black and white texture makes the area hard to look at and keep one's bearings in.

However, I really like the custom block textures you made for the pillars in the main room.
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Snake

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Re: Level Designer: Snake
« Reply #3 on: July 28, 2009, 07:16:16 am »

Thank you both for the constructive criticism.

killermonkey: I didn't realize someone was actively working on Aztec, so thank you for letting me know.  I guess I'll stop working on my Aztec, since it won't be used.

Unfortunately, I will admit that I am not someone who level designs full time; it is merely something I like to do.  So because of this I don't have many images available, but these are two from a little zombie hl2 map I did a little while ago:
http://img190.imageshack.us/img190/5083/lab0000.jpg
http://img43.imageshack.us/img43/3819/lab0001.jpg

SSL:
Lighting: Yes, you are right.  I should in any future map make sure to create more convincing effects.
Brushwork: Could you be more specific of how I would go about making it less "blocky"?  It is indeed made of many stone blocks...should I, for example, concentrate on setting each stone up individually to have its own deformities and/or angle?  The reason I didn't add individual angling to all the stones was primarily because if that was the case, realistically the structure would not stand the test of time as well.  That's just my opinion, anyways.
Texture: This is one of the reasons why I hold respect for your game's maps.  You are able to take VERY simple textures and transform them into modern, graphically smart versions.  When I looked at the floor texture in the original Goldeneye game it was just black with white outlining.  If you have any ideas on how to improve upon it - mainly what sort of material it should look more like, please tell.

Custom textures: Thanks!
--
If there is anyway I can still contribute, let me know!

Any last comments on how I can improve for the future would also be nice.
Again, thanks, and good luck with the mod.
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