GoldenEye: Source Forums
Debriefing => Join Us => Topic started by: bacon333 on December 20, 2006, 01:01:47 am
-
Alright, i've taken about an hour and a half and sort of rushed through a small map... I must admit its really not my best work :S
Its just a quick build, since I am currently busy with exams and things like that, but when they are over, I will put more time and effort into some sample work, or just make this map much better...
Of course, you could take a look at these few not completely finished pics, and if you want, give me some sort of trial (dunno?).
I am capable of:
-3d skyboxes
-large outdoor environments
-displacements
-decent lighting (even though the lighting in the following pics are crap :p)
-prop placement
-brush architecture (in the pics, the architecture isnt very good... sorry)
-scripted sequences (even though they might not be required in this mod, more SP mods)
-triggers
-texturing
I've been mapping for a while now, and I will be able to dedicated quite a bit of my time to this project (several hours a week, (4-6) )
Anyway, here are the screenshots...
(http://img346.imageshack.us/img346/8208/sample1an9.jpg)
(http://img81.imageshack.us/img81/2093/sample2dv9.jpg)
(http://img346.imageshack.us/img346/2736/sample3ar0.jpg)
Anyway, sorry if I dissapointed you, I'll try to muster up something more decent in the future. (next set of sample work or whatever it may be)
Anyway, what I am looking for in this project is mainly a good learning experience, and of course, having some fun as well.
Oh, and good luck on your project, if this doesn't turn out in the end...
-bacon333 ( My e-mail is bacon333@gmail.com, and my hotmail is only_bacon333@hotmail.com )
-
Could we see some more map pics because thats just a room. Even I a modeller with very little hammer skills could do that.
-
I know, I can't think of anything to map though... have any Ideas? (I always run into this problem :( )
-
I'm not sure how you're expecting to impress us and find a spot on the team when in your application you say that "I must admit its really not my best work" and "the architecture isnt very good... sorry" and "even though the lighting in the following pics are crap".
We're not looking for people with a basic understanding of operating Hammer, we're looking for talented people who can craft a gorgeous map to today's visual standards while paying homage to the N64 classic. If you feel you qualify as such, I would strongly recommend taking the necessary time to create something that you're proud of and that you feel will impress us. Spending 30 minutes in Hammer won't cut it. I can promise you won't make it onto the team displaying this level of work.
This isn't a personal attack, if you're skilled we'd love to have you. But as an applicant it's your job to prove to us that you're right for the position. Please come back when you feel like you don't need to make excuses for the work you're showing us.
-
When recruiting, we look for experienced applicants. Experience means you've done it before, again and again. If you have nothing to show us at the time of applying, you most likely do not have the experience required.
-
He said in his other app. thread hes on another mod team, and cannot release his maps(s) screenshots as its under wraps.
I agree with the general notion here tho, if you come back in a couple months with a map displaying some real talent that is crafted in the way that others have when applying for goldeneye mapping...well then people would be more responsive.
You do the work before you get accepted, not the other way <- post 400 wisdom lool
-
for level designers we need more than just the technical know how of how to build a level, we need a person with a solid understanding of architecture and design. with just this room we really have no clue how you would actually lay out a level.
perhaps talk with your mod team about letting out some screens of what your best work looks like in order to actually assemble a real portfolio piece.
-
Hmm, I'll ask them, and if not, I've already got a bit of an idea of something that I can design...
Anyway, thanks for the input guys.
-bacon333
-
Basically this is how I look at applying for other mods with work you have done for another mod. I say it's your work and you can do what you want with it. You dont have to tell us which mod it is. Just show us what you can do. I have used models i have made for this mod to apply for other mods. So if you can show us some pics of your best map to date.
-
Alright, I'll compile it... I should have something in an hour or so...
But I will have to pm it to you guys, so its not a "public" media release, since it is not.
The other mod team (brainbread: source team) I am in has very strict rules about releasing media to the public...
-
Since they basically covered everything I would say, I'll wait for your new map screenshots. :)
-
I wanna see!! :)
-
The map is a street map.... and it's not completely finished as far as architecture goes.... (Since I joined the bbs team, I've been sort of leveling up my work as I went) and I deleted quite a bit of work too, because I wasn't satisfied...
Anyway, that map is getting close to done, but still lacks some brushes... like the extra fine bits of detail on the buildings...
Anyway, compiling should be done in half hour or so, so I should be able to get you some screens then... I will PM them to Baron. (If you don't mind Baron)
-bacon333
-
Okay, just pm it to one of us and we will post it in our private section.
-
I sent it to Baron, but I'll go ahead and send it to you aswell, in just a minute...
-
Me too :)
-
As for the shiny sidewalks :S, it turned out that I accidentally deleted the cubemaps somewhere down the road, attempting to shorten the compile times... sorry bout that guys...
-
somebody post it in dev, I'm curious now, hahaha
-
somebody post it in dev, I'm curious now, hahaha
Eugh, I suppose I'll pm it to you too... just hang on for a few minutes. It's not even that special.
EDIT:
Well, has anybody seen the screenshots I sent out to 3 different people?
-
Yeah, I saw it. Your use of overlays and props are good. It's the brushwork is what I'm concerained with. I'd say next time you go outside actually look at how the buildings are structured. Don't consider your buildings to be a brush with a texture on it, be sure some things stick out farther and it isn't just one flat surface. I see some potential, but you really have to work on your brushwork. I'm not an admin though (just a dev), so I don't have the final say.
-
Hmm, I was thinking of moving the windows in a bit, having them more "3d" ish, so it doesnt look so flat... I guess its just another thing I sort of forgot about :(
I haven't worked on that map in a while, but I'll deffinately make it more 3dish. I wasn't satisfied with the buildings either.
EDIT: come to think of it... that's on my list of things to do.. (yes, I actually have a list of things to do for my maps)... along with better brush architecture such as pillars, etc... hmm.. Working on that now, I'll get a better taken, better worked on screenshot later, if you are still interested. I should have actually done that from day one...
-
Sure, I'd like to see it.
-
Yep, just started a few minutes ago, nearly finished the second building... It will take an hour to compile though, so It should be in maybe an hour and a half or so... maybe a little more..
EDIT: it's going good, but it will take a little longer than I expected... the ammount of windows scattered on some buildings will take a little longer to carve, I'll try and get the main plaza square area done by one, compile finish by two, and screenshots by 2:15, if even possible :p
-
I'd say take your time and put everything you've got into something, then come back and show the team. There's no huge rush since it's so close to beta anyways.
-
ok, I'll spend another half hour or more, just making it prettier, and making the refractions better....
-
Alright me wants to seeeee :P progress ftw
-
Compile crashed, I accidentally hit the power bar button :S
Restarting...
-
We have a lot of mappers already. Take your time and show us something impressive. Like, recreate a Bond film location that might be fun to play in.
-
Well, the compile is going quite slow... hour and 40 minutes and its only at "9.." on the Portal Flow section of the compile... vvis seems to be slow for this map, but luckilly I can expect vrad to be a bit faster.
Ever since I sunk in the windows this thing has been nearly doubling in slowness... ah well, cya around guys. (I'll update when I have the new screenshots) Oh, and btw, those screenshots weren't glorified at all... so don't say "wow, the map must look even uglier than this!" :p
-
You mentioned carving those windows eariler? Did you literally use the carve tool on them? Because there's no way you should be getting compile times like that.
-
You don't know optimization. You have to learn func_detail. VVIS should never take longer then VRAD.
http://www.interlopers.net
-
You mentioned carving those windows eariler? Did you literally use the carve tool on them? Because there's no way you should be getting compile times like that.
The reason it took so long for vvis to do that was A. I forgot to put in occluders and portals and B. Source can only use convex shapes. If there is a concave object, it uses about 9 convex objects to make it, and since I had about 200 windows in there, well, you calculate how many shapes it would take to make those windows... As for me using the carving tool. No, I did not use the carving tool, and remotely smart developer would know that the carving tool should almost never be used (don't take this personally).
I do however, have a pretty crappy CPU, I would say that my video card is probably more high end than my cpu... actually, it is. It is a geforce 6800 GS. My cpu however is a peice of junk. The amd athlon 3200 + isnt really fit for doing compilations like these... Anyway, My Vrad and my vvis used to be pretty much the same as far as timings go, this is the highest it's ever been. 2 and a half hours for vvis, and 20 minutes for vrad. I am ashamed.
EDIT: I do think I might know what one of the main reasons for this issue is though, and I will proceed to find out... most of all try and make this map compile faster. Much faster.
-
9 shapes to make a window? don't you only need like 5 including the glass?
-
Not if it has an arch in the window frame :P
-
I'm talking about the blocks around it, and the window is a texture...
Here is diagram.. I made... it's really horrible... I hate paint.
(http://img517.imageshack.us/img517/131/9convexshapesvj4.jpg)
There are 8 visable blocks, and one in the hole (either a block of glass, or a block with a texture on it.
As for the new screenshot, I have it right now, I'll go and ask a team member from the bbs team If I may post it publicly here... :S
EDIT: actually, yes, you need five including the window frame, if it is all togeather like you described it, but sometimes it happens to be like the diagram above... which sucks :(
Anyway, still, 5 times 200.
-
You can PM it to me and I'll review it again if you'd like.
-
Alright, i'll do that... stand by for a pm...
-
you can take out the subdivisions in the brushes to the right and left of the window and make them one large piece, unless theyre textured differently. its making vvis work harder than it needs to
-
You mean like grouping them togeather?
Oh, and would using... maybe a portal work if I put portals on all of the windows, would that let it compile easier?
I don't know, just ideas on the fly...
-
Definately an improvement. I say we trial him to see how much he can improve. The things I'd complain about now is the rooftops. They just don't seem real.
My vote is bump him to trial.
-
Yeah, the rooftops were another thing on my list, I have to get that fixed up...
-
RL work has stopped me from posting sooner.
We are not currently in the position to take on more level designers. I am glad you did post, you were able to at least get some pointers on what you need to work on. (If one thing is right, it's that my team can rip things apart really good)
This is not a resounding no, just a "not right now".