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Vilham

Level Design

9 posts in this topic

Hi, im Vilham

I am applying for one of the mapping positions. Ive been mapping in Hammer for 2 years now, have used many other mapping tools in the past, TES3, radiant, WC3, WiC. With Hammer ive got a great understanding of general design, lighting, levels of detail and optimization. I haven't ventured too much into AI as all my maps have been multiplayer but im willing to learn. Ive wanted to work on some maps in a mod/project, been tempted by several singleplayer mods that I have fully laid out on paper but haven't had the time amongst my multiplayer mapping.

You can see my latest map here which I finished last month after a year of developing it.

http://www.interlopers.net/forum/viewtopic...f=3&t=29630

Im also currently working on several scenes using dod:s and L4D as well as creating new maps for dod:s and tf2 but they are in early stages and can easily be put on hold.

You can contact me using the following methods:

Steam: Vilham

Ill always be on :)

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map looks fucking good!

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Hey, your brush skills look good, but you said you understand lighting well. Sorry, but this lighting looks very bland

4859_717419759888_199717085_43471103_7739408_n.jpg

Overall I will dicuss you with the other mappers here at NMRiH.

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Pretty neat stuff! I'll be getting in touch :) I agree with the lighting but that's the kind of thing that can be tweaked quickly!

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Hey, your brush skills look good, but you said you understand lighting well. Sorry, but this lighting looks very bland

4859_717419759888_199717085_43471103_7739408_n.jpg

Overall I will dicuss you with the other mappers here at NMRiH.

That lighting decision was one born of gameplay rather than aesthetics, I normally use light_spot, a low brightness light, a sprite and a spotlight. but it just wasn't providing the intensity of light needed in that tight section of the map.

A bit of a cop out I know but I wanted top notch gameplay for my community.

Edited by Vilham

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