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Hypnosis

Level Designer

18 posts in this topic

Hello. My name is ******.

I am applying for the position of level designer.

First of all I'm dependable, and hungry to make this happen. I can take orders. I started mapping with this mod. I learned a lot from Greg, and the valve dev wiki. I've read everything that I can understand so far, and I never plan to stop improving. I know a lot about the source engine, although I have only slightly more than 400 hours. I think I have improved greatly from map to map. I know how to rescale props for a 3d skybox, and I am learning how to create my own textures. I know my art direction may not be quite there, although what is more important is that I know the technicality of the source engine.

If I joined the team I will not make dumb posts, or post at all in the developer forums except for my map progress report, that ensure that I conform to the mod direction. I will just start a new map that will be better than anything I've done so far, and that will be approved by you. I come equipped with a jetpack.

Here is some screenshots of some of my unreleased work:

2012-12-15_00023_zps27dc94bc.jpg

2012-12-15_00029_zpsbf31cf44.jpg

2012-12-15_00030_zpsc79d8c01.jpg

2012-12-15_00028_zps50a9695e.jpg

2012-12-15_00027_zps394a5d48.jpg

2012-12-15_00035_zpsc36ec10a.jpg

2012-12-15_00031_zpsbd55fa00.jpg

2012-12-15_00036_zps0a4e5d49.jpg

2012-12-15_00025_zps1779dd53.jpg

2012-12-15_00024_zps0daeaec3.jpg

2012-12-15_00037_zps8f3fd605.jpg

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Looking nice fathomless

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You stuff looks good but it's largely up to SotaPoika, his recommendation to me is usually the way it goes since it is his department. He will have to pop in here and take a look and give his thoughts.

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I think, that you've been doing nice progress in learning the level designing deal. I like that you're improving your "End of the Line" map with passion, as you didn't just forget it after first release. These are good traits to have for a level designer, but there are few areas in level design you're still bit unskilled at, which I kind of have as "requirements" for level designers applying the team:

*Lighting doesn't have that something in your map. It looks bland and "flat" shadow-wise. You should have little bit more contrast there with dark/light.

*Theme of the map isn't fully clear to me. It seems to be a trainstation, but it looks bit messy.

*Texture/detailing choice isn't the best (kind of relates to the 'Theme' point mentioned above). The brickwalls and occasional metal walls just seem to not fit the theme. Also, those trims and beams you have running in alot of places, aren't really making the map look better. They make areas too busy looking to eye.

Really though, I'd like to see you design more maps and refine your map's theme a little more, to make it more clear to viewer. Creating a map for L4D or CSGO might be good idea, considering they have lots of good content to practice with. There are still few things you need to learn and we really don't have time for teaching you those in our team currently, being busy with all the stuff that we're making to happen for Beta 1.07. You're still little bit too rookie for our team, in my opinion. So, no-pass this time.

A good site for all kinds of cool level design stuff: http://www.worldofleveldesign.com

Nonetheless, keep up the good work man!

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It's true my map design could be better. I will keep working on it, and not give up. Thank you for looking over my application.


Edit: the site you gave me is awesome. Thanks.

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You probably need least another ,1000 hours of practice. All the guys on our team have over 2,000 hours mark on record with hammer on the steam game hours thing. Indeed you may find the l4d2 or csgo mapping help you get there as Alot nrmih stuff is in a flux of crude implementations. So you have to be really dedicated and knowledgeable to wanna bear with it until it gets polished. But if you made it 400 hours with nmrih source sdk, that might not be a problem for you. ;)

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I'll just give you a few pointers to keep things easier to be approached by. So you can put yourself to use with your current map, or a new map?

1. It doesn't matter if you use another game editor or a related editor. Just keep working with NMRIH content if that is what you are still in desire to join up for! ;)

2. Definitely focus on lighting, but do that LAST in your process of building your map. Many things can change in design along the way. Ultimately you want to see if your layout reaches the end goal of what you were initially going for when first building the map from the idea counter-part.

3. When you do detailing, do it FAST, keep it SUBTLE. Many people today feel like grunge up their levels will bring more believably but it really doesn't. It does more so look like a 3 year old was given a crayon and was told to run it on any surface. So as you can imagine, it does in the end look messy. But not quite the reality as you may imagine if were seen in real life.

4. Back to #3 ^, build the ideal world you want first, make the proportions correct, and start with a clean pass. Then once it hits its scale and shape you want. Add more layers of detailing. Starting with base textures, then a dirt pass, then props, etc.

If you follow these simple rules of logic, I think you will be approved in a short matter of time! ;)

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I'll just give you a few pointers to keep things easier to be approached by. So you can put yourself to use with your current map, or a new map?

1. It doesn't matter if you use another game editor or a related editor. Just keep working with NMRIH content if that is what you are still in desire to join up for! ;)

2. Definitely focus on lighting, but do that LAST in your process of building your map. Many things can change in design along the way. Ultimately you want to see if your layout reaches the end goal of what you were initially going for when first building the map from the idea counter-part.

3. When you do detailing, do it FAST, keep it SUBTLE. Many people today feel like grunge up their levels will bring more believably but it really doesn't. It does more so look like a 3 year old was given a crayon and was told to run it on any surface. So as you can imagine, it does in the end look messy. But not quite the reality as you may imagine if were seen in real life.

4. Back to #3 ^, build the ideal world you want first, make the proportions correct, and start with a clean pass. Then once it hits its scale and shape you want. Add more layers of detailing. Starting with base textures, then a dirt pass, then props, etc.

If you follow these simple rules of logic, I think you will be approved in a short matter of time! ;)

I never thought reading through these would help but thank you so much! This helps me prioritize my focus' in mapping. All I have to go off is tutorials and they usually don't give you these kind of tips, thanks again!

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Haha no problem man ;) BTW michael larson is the shit for rythmic poetry... may he rest in peace! [i've been a fan of his since he was still doing his freestyle battles!]

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Haha no problem man ;) BTW michael larson is the shit for rythmic poetry... may he rest in peace! [i've been a fan of his since he was still doing his freestyle battles!]

Michael Larson? The contestant that won $110,237 in the game show Press Your Luck? :blink: That guy was far from a poet... he was a true artist of hand-eye coordination.

Edited by NeroSonic

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I'll just give you a few pointers to keep things easier to be approached by. So you can put yourself to use with your current map, or a new map?

1. It doesn't matter if you use another game editor or a related editor. Just keep working with NMRIH content if that is what you are still in desire to join up for! ;)

2. Definitely focus on lighting, but do that LAST in your process of building your map. Many things can change in design along the way. Ultimately you want to see if your layout reaches the end goal of what you were initially going for when first building the map from the idea counter-part.

3. When you do detailing, do it FAST, keep it SUBTLE. Many people today feel like grunge up their levels will bring more believably but it really doesn't. It does more so look like a 3 year old was given a crayon and was told to run it on any surface. So as you can imagine, it does in the end look messy. But not quite the reality as you may imagine if were seen in real life.

4. Back to #3 ^, build the ideal world you want first, make the proportions correct, and start with a clean pass. Then once it hits its scale and shape you want. Add more layers of detailing. Starting with base textures, then a dirt pass, then props, etc.

If you follow these simple rules of logic, I think you will be approved in a short matter of time! ;)

Thanks for taking the time to write this.

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Michael Larson? The contestant that won $110,237 in the game show Press Your Luck? :blink: That guy was far from a poet... he was a true artist of hand-eye coordination.

No dude...

Michael Larson is the real name of the rapper on Abilities avatar. AKA "Eyedea & Abilities" or "Oliver Hart"

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I'm just going to keep working on NMRIH. I have no real interest in other source games. I don't have a problem with being a community mapper here, or how it's late in the game to be working on my skill set for sdk 2007. I'm going to take your advice, recapture what I know, and spend a lot of time on everything.

Roger that. Over and out. :)

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