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Stiffy360

Map Artist

12 posts in this topic

I like your stuff. It looks pretty cool and all, just could use some more consistency and 'style' or something. Like in de_cbble, it all seems so cold and blue, little bit uninteresting I think. Also, I weigh gameplay-design skill alot more than skill making things look good (seriously, I don't want a single "I make maps pretty" -guy in our team anymore). Optimization, gameplay and all that jazz, it's alot more important to this mod. If you had some kickass gameplay-map with only dev textures and simple blockout, I'd be more than happy to make someone in our team to dedicate time and make it look good. Our level design department is hands full with projects, no time to really throw some new map designs for someone to just make 'em pretty. You know what I mean?

So, I'd say that you make some custom map for NMRiH first. Something that makes you put your skill into it and learn this stuff.. and to be patient with tons of gameplay testing and adjusting, if need be of course.

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Fair Enough. I just lack a huge amount of talent in gameplay maps themselves. I can optimize maps fairly well, and know my way around many quirks in the source engine, but I cannot make a fun map worth anything.

Thanks for at least considering. I'm glad you guys focus on gameplay more than art, since gameplay is the core of any game :)

Edited by Stiffy360

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You seem to have a similar style to me, make something aesthetically pleasing and then jam the gameplay elements in later.

Out of curiousity, did you use subdivision on those displacements in that first screenshot?

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Fair Enough. I just lack a huge amount of talent in gameplay maps themselves. I can optimize maps fairly well, and know my way around many quirks in the source engine, but I cannot make a fun map worth anything.

Thanks for at least considering. I'm glad you guys focus on gameplay more than art, since gameplay is the core of any game :)

I agree with sota, we had guys on the team that wanted to make pretty stuff only and it was a disaster

anyway, why don't you just try to make some gameplay? play test is with some buddies online and improve upon their feedback.. you won't get it down in one go, that's why you might be a bit discouraged :)

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I agree with sota, we had guys on the team that wanted to make pretty stuff only and it was a disaster

anyway, why don't you just try to make some gameplay? play test is with some buddies online and improve upon their feedback.. you won't get it down in one go, that's why you might be a bit discouraged :)

I have over 3k hours in source sdk, and I have NEVER made a really good map. It's just not my area of expertise. It usually ends up bland and rather boring for the most part.

I can make layouts if really needed, but they end up no where near anything professional, or really fun.

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Crack out the pen and paper ;)

Those end up as natural disasters :P

I can make nearly anything if I have any sort of reference though.

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And that's admirable, but we need level designers who are capable of handling the technical aspect of managing gameplay with complimenting aesthetics, not the other way around.

We do not have the manpower per se to have one person do the art for a map while another person designs and manages the flow.

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After doing some learning on interlopers.net, I came across a post with a good response. The topic on that website instantly reminded me of this application. So I will copy and paste something from Major Banter over there, which brings up some good points

-beautiful lighting has as much function as basic lighting, but the former  will increase immersion, direct the player more effectively and greatly enhance the overall feel of the map.There's a good reason mappers are expected to understand every element of their discipline. both types of people you mention - the artists constantly bemoan their lot because they never plan  the designers fall by the wayside because their work is function over form rather than a blend of the two. Neither  is a good approach. In mapping, everything is in balance, and needs to be. Too much of one thing and too little of the other will kill it stone dead.-art passes are serious work, and if given due care and attention require nearly as much effort as a solid greybox. This is why devs split level design and environment art into two sections - one makes the levels, one makes them pretty. (Not always)While I've tried this with people before (though only tested, never a proper go at it)        everyone has their own particular styles. -Chuck a map to a friend and tell them to finish it - it's fucking hard    workYou're matching their architecture, their style, their expectations at every turn. Without consistent practice or outright skill, it's little more  than a lesson in demotivation.So obviously, it's ok to be good at one or the other, but ok should never  be enough. A seperate team member is  not an excuse to slack off -         your level design must be 11/10,absolutely refined and optimised for the artist. Furthermore, it will cause already mediocre skills to rust and decline rapidly rather than refining them.Remember - the person who practices what they love every single day of     their life will beat the hell out of the talented individual nine times out of ten. My advice? Practice, practice, practice, and apply your design workflow to your art workflow.

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