Hosting down!!!

Posted by on Oct 31, 2012 in Past Stories

The server that hosts all of my downloads currently is not up. The host is working with the data center, and is trying to get the set back up. Apparently a RAID-5 died, and the datacenter junkies are unable to fix it. The latest that the content will be down is Monday, November 5th. So sit...

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My Level Design Process

Posted by on Oct 10, 2012 in Past Stories, This Site

My Level Design Process

NOTE: The first bit of this post is how I used to make levels, and how they evolved. Skip to: There is where the process begins to see my current process. But you need an idea right?! That idea will always carry you though the project! You can never truly get the idea out of your head and onto paper. So I would spend a lot of time just drafting the level in my head, and just remembering it. I would not do much refinement at this stage, as I was more focused on the theme and visuals of the level. I would want to get the mood down that I would want the player to have. (But I sucked at mapping then, so “mood” to me was adding a red light. I’m better now, just look at some of the screenies I’ve attached to this post.) Then after the theme and that, I’d move onto my next step.I would have that idea in my head, I’d start with one area, finish it completely then move onto the next. Rinse and repeat. I found that this method was not that good because it made trouble shooting a real pain the in butt. (Random tangent. I got a lot of my ideas before I go to sleep, and in the shower. Also, most of my creative moments come from when I’m watching my favorite art show… The joy of painting with Bob Ross. Screw you, he is soothing and paints amazing views.) So then I took it upon myself to actually try with my designs. At this point I was mapping for about two years. So I started to draw my levels out on paper. Then I would refine the drawing, and then start at one area, finish it, then move on. This still had the same problem as before. As I’m not that artistically inclined, I was not able to draw well so I would just do a sloppy top down view. As you can imagine, that is 2D… Levels are 3D, herp a derp… So then I would get problems with different planes and heights of the map. So it would be a pain to trouble shoot, and this led to me scrapping a lot of levels. Sadly, I did not learn that quickly as I kept preforming this method for about another 3 years… So now I’m at my 5ish year mark into mapping. This is where I kinda started to learn some more about design, but I also took a step back. I stopped drawing out my levels, but I altered my process as well. I started to block out my levels using nodraw and the dev texture set. This allowed me to get the level made, then play test and fix. Then fully detail areas out at a single time, then move on. There is where the process...

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Trust Bridges, a Portal 2 Co-op Map

Posted by on Oct 8, 2012 in Past Stories

If you’re like me, you like portal maps. You like a challenge, you like messing with your friends while going though that challenge. So here is an amazing map made by a good friend of mine, Max Giddens. The map is decently long and difficult to beat, you’ll get a run for your money. Below are some screenshots and download links. Check it out! Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=101442852 Direct download:  Download: mp_trust_bridges Explore a damaged aperture test track using hard light bridges. This map was originally made for the second summer mapping contest at which point it was less than perfect due to a lack of time. However since then I have been working hard on completing it. As this is my first ever community release I really hope you all enjoy it! Thanks for checking it out. Version: 1 Filetype: zip Size: 14.57...

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