Hey /v/, what kind of level designs are you working on?
Heres a map I've been working on for csgo
alot of this shit is placeholder
also my first time level designing, I've been really enjoying learning hammer.
I don't know how! And my internet connection isn't very good. This scene is going to be great for players. What happens is, you enter the big room with the platforms and when you pass an invisible trigger (which I didn't set up yet) the shambler above spawns. because of the lack of ammo and your only weapon being the shotgun up to this point, you won't have enough to kill him on any difficulty. The knights in an earlier room drain your ammunition. However once you get past the large room you have some cover, and are funneled up the ramp with little defense. and need to climb your way while avoiding lightning bolts from the shambler.
However, even once you enter the safe area, you'll find you aren't free to just sit around. Down the hall, hidden behind the corner are some more knights! The shotgun shells are for them, the immediate threat, which you need to dispose of or else you'll be cut down. You won't have enough ammo for the shambler still. As you make your way around the hall you'll find a nailgun and a bunch of nails to kill the shambler and progress through the bridge and make it to the next section of the level.
Players running through on hard or nightmare will find different monsters to further complicate things, however they might also find more power ups and weapons!
reminds me of tony hawk! Maybe a skate park de_ map would be awesome.
I remade tanetane bluffs from mother 3 in gmod with the hopes of it being a UCH map in gmod tower, but people said they'd rather have it be a realistic look instead of cartoony then an admin came into the thread and said the level design was terrible
I was going to try and fix it but lost motivation
Oh I hated hammer, it's why I switched to trenchbroom. Half of the editing I do now are things which would immediately break hammer. See the ramps on my screenshots? Those are impossible in hammer and create invalid brushes., but they're crucial to my level design. The hallway looks a little bland though, the lighting lacks flavor and the shapes are very straightforward.
I hope those little blockades aren't invisible walls! You need less artificial looking barriers.
Now that you mention it, it kinda does look like a Tony Hawk map.
that's the gmod community for you
don't give up on stuff you like because some faggots on the internet believe to be superior than you, I would personally like to play that level in an fps
Huh trenchbroom, I'll look it up. You forgot your screenshot mate but I made the ramp before I even knew about the arch tool, that should make it look at least bare-able. They are but its placeholder, I still have alot of work to do.
almost done, sorry for hogging up the thread
my screenshots are:
My level designs are impossible to pull off in Hammer, trench broom however allows me to do all manner of insane things that would break and crash hammer.
I don't care, post away.
I'm just waiting for Source 2 tools. The Dota 2 alpha tools looks way more user friendly. What kind of game are you making OP or is this for an existing game?
Some comfy kingdoms for free build in Stronghold HD while I figure it out how to work on economic missions with time events.
In the meantime here, a practice castle I made in one of the free build maps
You didn't make a point, level design is a great way to express yourself. It's all about ideas, emotions and concepts, working them together to put out something. It's lots of fun too.
I hope you find them a bit better to work with, they aren't even half as good as the old hammer for geometry focused maps, and source2 hammer pales in comparison to other modern editors like TB.
Heres my last picture. I've thrown about 60 or so hours into it so far. I know it looks like shit but its better then wasting my time just playing the game.
I'm still learning man, shit takes time.
>You didn't make a point
I made my point, which is that he arranged words in such a way that the sentence made no sense.
>It's all about ideas, emotions and concepts
If the end product is bad, then there's no point.
What is this? Another fucking stupid 2deep4u retro indie game? At least they're in 3D now. I bet it's made in Nvidia and needs a supercomputer to run, that's why they never get ported to consoles because they're optimized so shit.
It's an aim map for csgo. I love aim maps. Anyone going to submit levels for UT4?
Why are you people engaging with this idiot!?
aim maps are great! They provide a really good way to get down in the dirt and figure out what's really fun about about geometry in maps. They're fast to put together and you don't ever really have to worry much about aesthetics.
and it was no problem to pull off.
Yeah, It was playtested plenty. You can downloda it actually, it was made a while ago, but i never finished it because the map was so big compiling took entire days to complete on my laptop. So I'm building a better computer and will finish the map then.
Download an editor. Some games come with one. Check some out and see if they are your flavor. I recommend avoiding source like a disease until source 2 is released however.
Try unreal 3, unreal 2004, or killing floor.
I've been playing Stronghold HD, do you ever get attacked in free build or have any kind of threat? Or do I have to play Crusader to actually do something with my castles?
I really like the European setting over the Middle-East, it's just too bad only Crusader has skirmish mode. I just want to build some shit and defend it.
do you have ideas in your head? Good. Do you have games you like which have editors available for them? Great.
Find an editor you like. For GoldSRC I suggest sledge or an earlier version of hammer. For source, you need to use hammer.
Start learning the editor. This can be a little intimidating, and with Hammer especially it's not exactly something you can hop into and an hour or two later start pouring your brain onto the screen and getting results.
Personally, since I make quake maps, I've looked at their editors a ton. gtkradiant/dark radiant, hammer, worldcraft, quark, bsp, etc. I've found a love with tenchbroom, because it's extremely fast, took me almost no time to learn, and is a lot of fun.
I like it, but my maps are rarely ever comfortable, more than anything I try to go for hostility in my level designs. I want the player to feel stressed and tortured.
>listening to video game OSTs
>solving problems and fixing bugs
>Watching it evolve from nothing
I have never experienced anything more comfy.
I'm working on a system shock 2 remake neotokyo content is place holder so I can kinda get a rough outline in my head.
there was a part 3 that i didn't finish but i lost it
>tfw you're making a fighting game
>level design isnt important
>but you want to make some funny references in the background
this eventually turned into...
My first level design experience was back in Dark Forces 2, the editor was lots of fun and I made terrible weird stuff.
Then came the quake-based editors with Jedi Knight 2 but I never made anything worthwile in them.
The best mapping experience was with HL2 and hammer, I made a map for GMOD that was some sort of race track, it came out very well
Hit crtl + f1 and you will get a menu. You can form an invasion right away or make events in free build.
Also crusader also got free build too, plus you can always download the europea mod if you want.
But I agree, Stronghold 1 is way, way more comfy that crusader but crusader got the better gameplay (minus, portable shields and horse archers)
Almost completing two characters now,
I have yet to finish and update 4 more characters while making new stages like a ship level.
I was doing a remake of HL opossing force on arma III, but I have been working on my game so I have nothing right now.
man that opening area in sysho2. it was almost kind of disappointing when you didn't get to explore any more planet surface in that game.
i haven't mapped since probably UT99 but if the new open-ended UT is cool I will probably get back into it.
worldcraft is actually hammer before hammer was bought by valve. hammer came later while worldcraft died off.
yes it is. it will gain support as soon as things start rolling. currently kristian duke is working on trenchbroom 2, which has optional 2D views and other great new features.
Best FPS ever made. I use that what is it called quake injector and planning on playing through ever single single player map ever made, in chronological order, so I will eventually get to yours.
Back in the day I was working on a single player/CTF map, but run into problems, and IRL stuff and never finished it.
oh, i always just fucked with it casually. stopped mostly out of incompetence. i remember how long it took me to get BUILD editor working without crashing, and then trying to make a map function, goddamn.
map design is a skill i really value though, i think a lot of devs need to be educated about good map design because its died somewhat.
Times Square themed map: Dance Club
Times Square themed map: Outside
Here's part of a Morrowind mod I'm working on.
Right now working on a brothel in a Kowloon City like area. The brothel is called "Gills of Gold". har har.
OP here. To me, the game with the best level designs I played that were new, apart from quake releases like ikwhite/ikblue mappack and honey theemed map jam, would have to be retro's donkey kong country returns games. My god are the fantastic. The level design is stunningly good, and you can really see how they structure them, beat by beat, aesthetically and challenge wise.
I'd say take a glance at them. first person map design may be in a troubled spot, but at least amateur efforts like mine and others are very good.
oh wait shit I posted the wrong picture
Times Square themed map: weird modern suite
>that ramp is waaaaay too steep
totally, yo guy making that map. when you're designing realistic spaces like that, try to imagine what they're built for. obviously that's for cars, so imagine a car going up that ramp, when it hits the top, the bottom middle of the car would likely smack into the edge.
ain't right man, restructure that shit!!!
Times Square themed map: The FAP
Yes, its parking garage for cars, so the ceiling could be lower, ramp needs to be stretched
Also try to make the ramp out of 3 brushes instead of 1, that way youll get much smoother ramp
Times Square themed map: Full view (Ignore broken water)
Trying my best to recreate hyrule castle from super smash bros.... but it's my trait. It took me a few days to learn how to model for the pyramids.
It's for Chivalry Medieval Warfare + the super chiv bros mod.
although, the thief thread on /vr/ has some guys doing some awesome looking shit.
why did it post a screenshot of dkctf last time...
Been playing around a bit in HL1 when I'm bored. Nothing fancy or anything though.
because it splits faces. hammer can't do that, and because of that, brushes with corners that aren't aligned to straight edges breaks the editor.
green = hammer can do it
red = breaks hammer
I tend to avoid them because they often ends up looking a bit barren. I like trying to get so much details I can in a small space.
Fuck I should get back into my CS:GO map. But modeling is just so damn boring.
currently working on 1 to 1 rendition of ctf_face in source
I'm fairly shit at it as well. I can do architecture decently, but more complex stuff like characters is well beyond me.
I used to do a bit of Skyrim modeling a year or so ago, and while I learned a lot, i just find it so mind numbing. Mostly because of how much time have to be spend unwrapping the UW map and texturing. Which is hard as balls and the real reason a model looks decent.
That's partly why I went back to HL1. Everything is so easy because things don't have to look good.
Well. Doesn't have to in HL1 either. I mean, if is a custom map and all.
I was planning on doing a sort of time travel adventure. You start on in that lab and then you travel through ancient Rome, feudal Japan, the future, and stuff like that while some anti-time traveling squad shoot your sorry ass(IE, generic grunts).
>That's partly why I went back to HL1. Everything is so easy because things don't have to look good.
This is why I've always stuck to HL1/2 modding.
I'm not skilled in making a world look good, I can only design and execute a rendition of my design, I can't populate it to look good. I like to make my world out of cubes and other primitives.
When using UE4 or CryEngine, my worlds lack a fucking ton of detail, random doodads, etc to make them feel right. That level of engine expects every building face to be a full custom model with a huge poly count and a 50 node shader on top.
On HL1/2, it's ok to have a boxy world made of cubes and other blocky shapes because that's what is expected of the engine, and that's what my skill level consists of.
I modded every game I could for pure enjoyment my entire childhood, them from like 2002 to 2012 I stopped doing any modeling, texturing and mapping. I feel like I fucking blew it as far as modding goes because the skills I have are a dinosaur compared to what is expected now.
they expect teams to use these editors anon, not one person. there hasn't been any industry approved 1-man-editor application in years. hammer 2 isn't continuing it either.
trenchbroom is the best we have.
I've been trying to create scenarios in Arma II and OA, but I can't do very much with it because I don't know how to work their system.
It sucks, because I really enjoy Arma II over Arma III