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Coolz D

Level Designer II

12 posts in this topic

Allright, so since no one said anything to my last post and after a year of gaining some more experiance, I'm back. Previously I failed to include a portfolio mainly because I had nothing really to show, although I do now. Here are my portfolios: http://www.gamemaps.com/details/9435 and http://coolredpanda10.deviantart.com/gallery/50118544/Mapping

The first one is a bit out-dated with the photos because I've been working way more on the mapping of the final level than actually updating the pics of that page, but heres a video of the current version:

Its still a WIP and it probably wont take too much longer to finish because it is near done as the 4 remaining maps are near-fully functional. Needless to say the only problem at this point is the custom tank and melee I want to add holding it back.


But back to the point, what working for NMRiH would accomplish is basically I'm seriously considering a serious level design career and this'd be practice for that career.

EDIT: Forgot to put a place you can contact me at.

You can contact me at ChrisDeryals@Gmail.com

Edited by Coolz D

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Hello. Thank you for applying for the position. I looked over your portfolio. I see that you have an understanding of the basic flow of a game level, and have some basic scripting experience. However, it feels unfinished to me. I want to see you put more time into your projects, and fully implement your ideas first.

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Yeah you've developed a decent flow for gameplay but your art still leaves much to be desired. You need to practice with grounding, prop placement and more realistic architecture. It's a solid start but Level design on Source requires an LD to do all the jobs, it's tough.

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Allright, well at this point in time it probably feels unfinished because well, it is unfinished, as I said. But at least its pretty close to finished at this point. "I want to see you put more time into your projects, and fully implement your ideas first.", That seems easy enough, as I already dont have very much to do, so I'll get right on that. "

Yeah you've developed a decent flow for gameplay but your art still leaves much to be desired. You need to practice with grounding, prop placement and more realistic architecture. It's a solid start but Level design on Source requires an LD to do all the jobs, it's tough." Sad day to be an LD, but oh well, I'll figure that out sooner or later. Hopefully sooner.

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You know, there's nothing stopping you from making a NMRiH map right now. It's super-duper easy too! The game even gives you the option on launch, how cool is that! Other games don't streamline the process like that. But not NMRiH, these people go the extra mile for their community mappers, it's practically a direct invitation, complete with one of those fancy wax-stamps they use to seal envelopes*. As for official inclusion, you could simply make an awesome map that is then good enough to be implemented into the official game. And there you go, that's your ticket in! There's even a special forum and subforums for this, there's a process for submitting maps and everything! And if you're concerned about getting support from the team's asset creators or testing pool, then creating a map that is already fun to play would sure make it easier to convince the team to lend a hand making it even better, as opposed to trying to recruit preemptively. Worse case scenario, you make a custom community map, it's not good enough to get in the build, but you get a ton of feedback which in turn would allow you to become a better level designer, and that in turn would improve the quality of your next map. And then the cycle continues until you make a map that IS good enough.

As I always say, "One of the best experiences you could have prior to making a NMRiH map, is to have made a NMRiH map."

* Wax seal is not actually included... neither is the envelope. But you get the idea.

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Yeah you've developed a decent flow for gameplay but your art still leaves much to be desired. You need to practice with grounding, prop placement and more realistic architecture. It's a solid start but Level design on Source requires an LD to do all the jobs, it's tough.

What's an LD?

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What's an LD?

It's short for Level Designer, anyways keep further comments away from the topic, ideally only the applicant and the devs should communicate with one another here :P

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your work looks ok still some way to go really i think your weakest area is defo the architecture, but keep it up!!

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We need to see finished work, or it does not show us anything. I'll tell you exactly what you need to do.

1. Make the buildings more detailed, and interesting. They need to look like real buildings. Inside and out.
2. Make the level way more complicated, and more long, or more intricate.

3. Your design is unoptimized, unless any new scenes/rooms you add are beyond corridors, and sealed from visibility.

4. If you are going to put that wall that wraps around - it needs to be more detailed and needs to have more geometry.


5. The level needs a convincing 3d skybox, or something to make the edges of the map look nice.

6, There needs to be a lot more prop placement, Not just cars and junk around. Try to find ways to have models compliment your brushwork.
7. The ground displacements need some work.
8. The roads need work and to be more defined.
9. Work on the environment lighting, and atmosphere of your level. Find an atmosphere that makes the level feel more visually pleasing.
10. Put more lights / put more interesting lights around.
11. Make more advanced logical scripting. While this map might work okay in l4d2 - in NMRiH we don't have panic events and stuff, so in order to make a good level you must have an interesting progression, dynamic objective paths or interesting logical events. There are much more layers of complicated logical scripting to do something cool in NMRiH since we don't have automated systems like l4d2.
12. Create convincing soundscapes, and learn functionality of our dynamic music system (you need to make a NMRiH level in order to do this).


Reapply when you've done all of this, and we'll take a look at it.

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Don't even think of doing texturing, prop placement, entity work, or decal placement, or anything else until the basic brushwork is solid, the map compiles, and vvis takes <1 second to run.
Then, and only after the basic brushwork is in place, do you do entity work. However, make sure to plan all of this out beforehand, as it's very important that the map's design is conducive to a fun gameplay experience. In addition, and as mentioned above, you do need to work within the parameters of what you'd (mostly) expect in the real world (there are some exceptions, but they have to be carefully thought out) if you want your map to look realistic.

If the map sucks ass without detail, it'll suck ass with detail.

Gameplay is king.

Anyway, I would actually suggest posting again once you get the basic geometry / gameplay mechanics done (in this thread). I could possibly quickly review your VMF for you. We'll review that, and tell you if you're on the right track. Once everything is detailed afterwards we'll see what happens.

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But back to the point, what working for NMRiH would accomplish is basically I'm seriously considering a serious level design career and this'd be practice for that career.But back to the point, what working for NMRiH would

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Edited by razamoon

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Hello my friend. Here is my story.

On the 25th of May 2012 I applied just like you and failed to get on to the team. (View my applicatoiin here) On the 30th of Jun 2012 I released my first NMRiH map called Hershels Farm. Throughout the next few weeks I updated it and added lot of improvments. On the 3rd of September 2012 Lou Saffire, the creater of nms_isolated and myself were asked the join the team.

The following people all made popular community maps before they became part of the team.

  • Lou Saffire
  • thegregster101
  • Hypnosis
  • billionlioe

Could be more? Iv not thought about people before my time.

My advise is simple. Create a map ;)

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