I made some maps to scct, "dock" for example , "Museum 1v1" "club house 1v1" ,"club house vs Museum" and "Hard jumps 3-7" for fun. Im also 3d modeler in Blender. I would like to work with you as mapper to Project Stealth Game.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fmembers.multimania.co.uk%2Fdamiankillerpl%2FMENU.JPG&hash=6ef06aca21a7ff27a47d70bba8d5438a97255697)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fmembers.multimania.co.uk%2Fdamiankillerpl%2FLoadingDEFO.JPG&hash=b98dafeb3bbc9047825df4532e5df160d24b1d2c)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fmembers.multimania.co.uk%2Fdamiankillerpl%2FLoadingATTO.JPG&hash=cc7bb566cce0628d5d142e2e1c75993e21a6c301)
Have you made the actual maps of SC:CT? or just self for fun?
I made "hard jumps" just for fun. Dock (on screens) was serious map.
Hello Damian,
Thank you for your application. Do you happen to have more to show, we can't really tell anything of the 3 pictures you posted. Like, a screenshot of the layout or the map itself or something. Basically something you would want to see if someone is applying as a mapper ;)
When you're applying, please also consider the following post: http://community.projectstealthgame.com/forums/index.php/topic,1451.0.html
Lennard Fonteijn
Nickname:damian3k
Age:20
Personal status on work/college: student
For which position you apply to:mapper , Level designer
Your qualifications and skills: medium
Your experience: maps in scct, Dock and maps for fun : hard jumps 3-7
A link to previously made work / portfolio / demo reel: screens above , i will make more.
Once me and my friends were makeing mod to scct Double Theory, some screens:
http://scda2scct.20.forumer.com/viewtopic.php?t=3
http://scda2scct.20.forumer.com/viewtopic.php?t=2
Im also good as video editor/ special effects/3d work - my demoreels: www.damian3k.pl
That still doesn't show anything regarding the position you're applying for.
He'll get personal feedback. /thread.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F9406%2Fdock9.jpg&hash=b5f94ce2737ab3c83666c0454c8b397294093e10)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F2764%2Fdock8.jpg&hash=46585bbe131e42d0bcb61221f377ea0bfda35675)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F4444%2Fdock7.jpg&hash=e4a1c7f8250948d6b6a80e940f4363462dd6d29c)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F1369%2Fdock6.jpg&hash=2f0139cda4637e0add546e3d9e3be1dcf3d6b8f1)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F1720%2Fdock5.jpg&hash=455a7360ede6f7ef5e59efdd7e58c08d2e5c30fe)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F6724%2Fdock4.jpg&hash=6adb7623b6f3a92051e5a889ecf2d11c0b0fcd2d)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F4463%2Fdock3.jpg&hash=b215200906cdebdd182882061b3274b4cd034d5e)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F3176%2Fdock2.jpg&hash=074e99f7dbb6b02d8d6c186e8a575c1c2413e29e)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F7104%2Fdock1.jpg&hash=60ab5e1c106fe50b14a6e0e5f17b3d967e691022)
I like your work but it seems to be very low-poly. I think that the games now have a bit more details. Still it's not me who choose the team-members here
CT IS low poly, lol!
Yes it is, i dont see any problem working on high poly game :D
I would like to make new museum version.
When do you answer my application ?
Could you make a make a simple map on paper (top down view) and then pick one area/room and then make that in UDK? Include a custom texture and maybe a simple model or two. Bonus points for Kismet.
Then we can judge level design (the paper part) and the environmental art part (UDK).
Ok, i will do it.
What is spy size? I created room with same dimension as in SCCT in UDK and its much bigger than in CT o.0
Quote1. Vent Size: 128x128
7.Grab height: I'm not exactly sure, but there is a minimum and maximum. All of which use the same animation. Grabbing using the same animation but at differant heights would be more of a engineer job. (Blending from jump to climb up where a 'grab' event is located.)
3. Door Height/width: Single door - 128x256. Double Door - 256x256.
4.Split Jump Height: 192
5. Running wall jump height of vent: Unsure. It should also be animation blend. If the player can't use a regular jump to reach the vent, he will just perform the run up wall animation that will blend into the normal climb up animation. The height is probably around 384. I'll get back to you on that.
6. COOP Height: 512
7. Rail pull height: 96 (From the lege the spy hangs from, to the top of the heighest railing point.)
8. Pole radius/width: 16
9. Zip Line radius: 4
Quote from: damian3k on May 27, 2010, 09:55:54 PM
What is spy size? I created room with same dimension as in SCCT in UDK and its much bigger than in CT o.0
use the same standards as ct
Room in exactly same size as in CT:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F2492%2Fmuseumct.jpg&hash=e609bcb5745041c3104af3c74cb2fdce4929b7fd)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7471%2Fmuseumudk.jpg&hash=b181b3b6c5b892ad1abed25d16a876e1dddba673)
It looks much bigger in UDK.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F3233%2Fmuseumct2.jpg&hash=e49fb9857f610078b5b546d2da72cec5628757ec)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2214%2Fmuseumudk2.jpg&hash=0424c948be19371d14a24b5e48265eaf68bb0dd4)
I can do that in 5 minutes. Put in some static meshes (preferably, ones that you create) and then work on the lighting more.
Its not my work to rate xD It just show the same room size in SCCT and UDK. In UDK its bigger.
I think the size doesn't matter now. We just want to see how can you make a map/room with objects, lights etc.
Size looks bigger because the Unreal demo guys are 3 times smaller.
That's because UT3 models are very small (just 128 units high or so (so you're low to the ground, room seems big). In PS, models are at least 192 units, so you're higher above the ground, result: room seems smaller.
Ok thanks.
I have a problem with lights. I converted ceiling to SM after building lights there is a problem :/ How can i fix it?
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F3702%2Fproblemzq.jpg&hash=30c2e37e0579d7b9c13ae778c990a6f3160ce66a)
Did you actually rebuild the map and the lightning after converting geometry to a SM? And are you sure it's actually one SM and not a part SM and the smaller part BSP.
Can we see a layout of what you are making? Note that we do not expect to see a copy of a room of an existing map, but something completely new, which would be one of your tasks as a mapper.
Quote from: damian3k on May 29, 2010, 10:54:58 PM
I have a problem with lights. I converted ceiling to SM after building lights there is a problem :/ How can i fix it?
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F3702%2Fproblemzq.jpg&hash=30c2e37e0579d7b9c13ae778c990a6f3160ce66a)
It looks like you created two bsp additive brushes, one for the large area and another shorter one so there is a hole, then just converted those to meshes. That's not a good thing to do, it keeps the interior faces and messes up lighting. You could try completely surrounding the additive bsp brushes with your builder brush, then click on CSG Intersect (under Add brush on the left menu) This will turn your two bsp (or however many) into a single brush. Add that to the world and then convert to a staticmesh.
However it's not really good to make any meshes inside Unreal and the above way isn't perfect and can stll creat shitty lighting, it's just too messy and never comes out right. You should build the roof SM inside a 3d package such as maya or 3dsmax, that is the only way to make sure the geometry is clean and seamless.
Quote from: LennardF1989 on May 30, 2010, 12:34:49 AM
Can we see a layout of what you are making? Note that we do not expect to see a copy of a room of an existing map, but something completely new, which would be one of your tasks as a mapper.
I want to create new verion od museum. In SCCT museum was building still in repair( scaffolds, etc ), new version will be finished museum, with paintings, sculptures. Rooms will be the same.
Nope, we don't want another SCCT-like map. Create a top-down 2D view on paper first.
Quote from: frvge on May 27, 2010, 02:30:16 PM
Could you make a make a simple map on paper (top down view) and then pick one area/room and then make that in UDK? Include a custom texture and maybe a simple model or two. Bonus points for Kismet.
Then we can judge level design (the paper part) and the environmental art part (UDK).
Quote from: frvge on May 30, 2010, 11:32:48 AM
Nope, we don't want another SCCT-like map. Create a top-down 2D view on paper first.
Do you have any scct like maps? New version would be fun.
We've had a short internal discussion and it's a no for now.
We are looking for a mapper who has the experience of creating a new, well-balanced map from scratch. This includes proper flow, chokepoints, multiple routes with each having pros and cons (danger vs speed vs light vs potentially filled with mines) all packed together.
I suggest you make a good, non-CT map, in UDK and then ask again in 4 months.
Thanks!
Regarding your question: Lakehouse was originally based on Clubhouse, but has strayed from it so much that we call it our own. Lakehouse was also said to be the only map that'd be loosely based on an existing map. All other maps need to be 100% new.
Quote from: frvge on May 30, 2010, 11:48:31 AM
We've had a short internal discussion and it's a no for now.
ask again in 4 months.
So i cant design now totaly new level, and start working on that, i have to wait 4 months?
You can always start on something. You can re-apply in 4 months. With a bit of luck, you can have a considerable part of the basics done by then. :)
Its a long time, can i just show you map design faster, then start working on map. And mayby re-apply faster? I have holidays now, so much time to do something.
We'll see then. In general, it's impossible to make a good map in only 4 months.
I not going to create whole map in that time, i didnt even show any of my work before you said no. I want to creat that room to rate. And show some designs of whole level.
show them then and make a level. And we will decided
I will make few rooms to show what i can , if you decide its ok then i will make whole level. One more question , there will be no problems using level made in UDK in PS? For example static meshes have more options in PS (visions for example)
you just need to show us what are you capable of. Dont think over other stuff yet