thisisdeleted
by none · 02/17/2014 (10:17 am) · 40 comments
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About the author
#2
02/17/2014 (10:05 pm)
Have you tried imgur for photo hosting?
#3
02/18/2014 (6:34 am)
So far there is nothing special, just some buildings placed on a plain terrain.
#4
Great to see the supportive attitude is going strong here in this community!...
02/18/2014 (7:22 am)
Quote:So far there is nothing special, just some buildings placed on a plain terrain.
Great to see the supportive attitude is going strong here in this community!...
#5
In the post he describes his design of the game and the game play, which is a pretty important part of game development, seeing as this is his first post about this game (afaik) I'd say it's a good place to start.
That been said the pictures look great! I like the design and your placement of cover and entry points, especially how the defense has great defense from the left, lower left and upper side but needs to take care of the vulnerable spot in the lower right! It brings some great tactical play into the mix (e.g. attackers doing a decoy attack from the upper side while having a strike-team sneak in through the lower right).
02/18/2014 (10:18 am)
@Duion I guess you didn't read the post.In the post he describes his design of the game and the game play, which is a pretty important part of game development, seeing as this is his first post about this game (afaik) I'd say it's a good place to start.
That been said the pictures look great! I like the design and your placement of cover and entry points, especially how the defense has great defense from the left, lower left and upper side but needs to take care of the vulnerable spot in the lower right! It brings some great tactical play into the mix (e.g. attackers doing a decoy attack from the upper side while having a strike-team sneak in through the lower right).
#6
@Lukas Thanks, I was trying to give a bunch of different ways to get in but also to defend it. The defending team will have ability to put up a few sandbags/cover to give them an edge in vulnerable spots, but they also only have so many. IEDs can be placed by defenders as well and they will get to choose what item the bomb looks like. For example maybe they pick a suitcase, or a teddy bear, stuff like that.
Thanks for the support guys!
02/18/2014 (11:36 am)
Thanks guys! I hope to post another post next week, I'm working on the smaller props like market stalls and stuff. (And baskets full of fruit that will roll everywhere when knocked over haha).@Lukas Thanks, I was trying to give a bunch of different ways to get in but also to defend it. The defending team will have ability to put up a few sandbags/cover to give them an edge in vulnerable spots, but they also only have so many. IEDs can be placed by defenders as well and they will get to choose what item the bomb looks like. For example maybe they pick a suitcase, or a teddy bear, stuff like that.
Thanks for the support guys!
#7
By the way if you want to do some small tweaks to the models to get good effect - just make them less regular. This alone will give you quite a natural feel to them. I suggest adding an edge loop around the middle of the wall or perhaps a third of the way up. This will allow you to splay out the walls a little and pull in the corners etc. Just enough so the eye doesn't see a big difference but acknowledges that its not 100% square and perfect - buildings are not, especially the style your making. Do the same with your other prop models.
The key is to not over exaggerate it, the image below is very much WIP but it hardly has a straight edge on it.

Look forward to seeing more.
Tim
02/18/2014 (12:10 pm)
I agree with Lukas and Jacob wholeheartedly. We talked about more showcase stuff being placed on the forums and this is just the kind of post that is needed. Keep it up Krystian, its great to see working in progress.By the way if you want to do some small tweaks to the models to get good effect - just make them less regular. This alone will give you quite a natural feel to them. I suggest adding an edge loop around the middle of the wall or perhaps a third of the way up. This will allow you to splay out the walls a little and pull in the corners etc. Just enough so the eye doesn't see a big difference but acknowledges that its not 100% square and perfect - buildings are not, especially the style your making. Do the same with your other prop models.
The key is to not over exaggerate it, the image below is very much WIP but it hardly has a straight edge on it.

Look forward to seeing more.
Tim
#8
02/18/2014 (1:03 pm)
Awesome idea guys, thank you. I'm going to go ahead and do that along with my next update the to the mission. So far I'd only really added that to the windows and support beams but I looking back at it I agree it would look way more natural with the whole building following suit. And that looks fantastic by the way! Great work!
#9
02/18/2014 (4:19 pm)
Looks great Krystian, keep it up!
#10
Good to see some level design jam(just like code jam you know?)/fun :0) We should have our own thread about this here on this site. It would be awesome and very inspiring :o)
@Tim
I really, really love that picture.
@Duion
One happy meal granted for you :o)
02/18/2014 (11:59 pm)
@Krystian Good to see some level design jam(just like code jam you know?)/fun :0) We should have our own thread about this here on this site. It would be awesome and very inspiring :o)
@Tim
I really, really love that picture.
@Duion
One happy meal granted for you :o)
#11
I am just honest and I think it does not help people if you give them the illusion they are good.
I was very proud of some of my first works, too, but then had to realize by myself that it was very amateurish.
02/19/2014 (4:38 am)
Even for a level design jam this is nothing special, it takes about 5 minutes to build something like that.I am just honest and I think it does not help people if you give them the illusion they are good.
I was very proud of some of my first works, too, but then had to realize by myself that it was very amateurish.
#12
Did anyone ever mention that you look like Riff Raff from the Rocky Horror Picture Show?
02/19/2014 (5:31 am)
@Duion,Did anyone ever mention that you look like Riff Raff from the Rocky Horror Picture Show?
#13
@Duion I'd kindly disagree, I would not say this looks amateurish in any way, it might look premature, but this forum is not for "finished games" it's for games in development.
@Krystian
Keep up the good work, theres plenty of us who see your potential ;)
Did you consider giving attacker some way of destroying those sandbags then? I could see how carefully placed sandbags could give defenders a too big advantage, while not enough sandbags would render them pointless.
02/19/2014 (5:56 am)
@Vince please keep it civil :) Throwing mud gets us nowhere.@Duion I'd kindly disagree, I would not say this looks amateurish in any way, it might look premature, but this forum is not for "finished games" it's for games in development.
@Krystian
Keep up the good work, theres plenty of us who see your potential ;)
Did you consider giving attacker some way of destroying those sandbags then? I could see how carefully placed sandbags could give defenders a too big advantage, while not enough sandbags would render them pointless.
#14
So in other words, regardless of how something looks, you're in the same boat as Krystian and still at square 1. Only difference is you feel a need to refuse understanding of the concept of "work in progress". It doesn't matter how good or bad or simple anything is, it should be shared; especially in a community that isn't too wildly active. He never said it was complete and nobody here said it should be considered complete.
Maybe instead of just insulting someone's work (don't hide behind the concept of criticism, there's nothing constructive about what you post), you could try what others here are also trying and provide useful suggestions. Otherwise, just keep quiet.
And I apologize for the rant here to the rest. Such behavior is endlessly frustrating to me though as it does NOTHING to construct a community and really only helps tear it apart.
02/19/2014 (7:58 am)
@Duion: So, how many games have you shipped? How many wildly successful projects have you had? Would I be way off in assuming the answer is none?So in other words, regardless of how something looks, you're in the same boat as Krystian and still at square 1. Only difference is you feel a need to refuse understanding of the concept of "work in progress". It doesn't matter how good or bad or simple anything is, it should be shared; especially in a community that isn't too wildly active. He never said it was complete and nobody here said it should be considered complete.
Maybe instead of just insulting someone's work (don't hide behind the concept of criticism, there's nothing constructive about what you post), you could try what others here are also trying and provide useful suggestions. Otherwise, just keep quiet.
And I apologize for the rant here to the rest. Such behavior is endlessly frustrating to me though as it does NOTHING to construct a community and really only helps tear it apart.
#15
@The world of negativity, indeed everyone starts somewhere but if the world beats them down with unsupportive comments then it keeps them there then how do people succeed? Help, advice and encouragement is the answer as far as I'm concerned.
A 'community' member has posted his first work. That's great! More of it I say. Get some advice and opinion on how to improve and tweak so things look and perform better. Use that advice and advance.
I look back at my work years ago and don't think eeek that was Amateurish. Yea my early work didn't look good, but Kyrstians work looks far better than my first post I assure you. But I don't think my first work looked amateur, instead I look back and I think that was a stage in learning the craft and how things are now improved. But one never rests and I constantly look ahead to the research needed to continue that craft, much of which comes from others in and out of this community and the community should support each other. The image above is no where near where I want it and compared to my standards is miles of where I want to be. However do I dis others work? Never!
Support people and recommend improvements, don't dis.
It would also be interesting to see how someone could make Those buildings, walls and uv them etc in '5 mins'. I think you do disrepect for the effort that's actually taken.
I'm happy to post my work/wip to demonstrate my advice. I'd be interested to see what '5 mins' of the world's time could produce.
@Krystian. Architectural modeling is an art in itself and something I study. If you need anything or tips. Just shout
Tim
02/19/2014 (8:16 am)
@ krystian, how's this going? Ignore the world of negatively. More wip posts are required. In fact I think I may post some myself. Throw some ground cover on too. That will break up the terrain. Also lift the terrain slightly around the edge of the buildings to give the impressing of blown sand against the walls. @The world of negativity, indeed everyone starts somewhere but if the world beats them down with unsupportive comments then it keeps them there then how do people succeed? Help, advice and encouragement is the answer as far as I'm concerned.
A 'community' member has posted his first work. That's great! More of it I say. Get some advice and opinion on how to improve and tweak so things look and perform better. Use that advice and advance.
I look back at my work years ago and don't think eeek that was Amateurish. Yea my early work didn't look good, but Kyrstians work looks far better than my first post I assure you. But I don't think my first work looked amateur, instead I look back and I think that was a stage in learning the craft and how things are now improved. But one never rests and I constantly look ahead to the research needed to continue that craft, much of which comes from others in and out of this community and the community should support each other. The image above is no where near where I want it and compared to my standards is miles of where I want to be. However do I dis others work? Never!
Support people and recommend improvements, don't dis.
It would also be interesting to see how someone could make Those buildings, walls and uv them etc in '5 mins'. I think you do disrepect for the effort that's actually taken.
I'm happy to post my work/wip to demonstrate my advice. I'd be interested to see what '5 mins' of the world's time could produce.
@Krystian. Architectural modeling is an art in itself and something I study. If you need anything or tips. Just shout
Tim
#16
All I can see here is that he modeled some simple buildings and placed them on an empty plain terrain, the buildings are okay, but apart from that there hardly is anything else in this showcase.
I do not insult his work, I just say that so far there is nothing special.
02/19/2014 (8:19 am)
I just don't understand why people praise everything as "good" no matter how good it really is.All I can see here is that he modeled some simple buildings and placed them on an empty plain terrain, the buildings are okay, but apart from that there hardly is anything else in this showcase.
I do not insult his work, I just say that so far there is nothing special.
#17
I personally am looking forward to seeing more and will of course pass on encouraging comments, as we all should.
I also apologise to Kyrstian for his post being derailed. I trust I doesn't put him off in the future.
02/19/2014 (9:02 am)
I think you both insult and disrespect. Check your posts. You claim that this is nothing special and that you can do this in 5 mins. Hmmmm where could the confusion lie?I personally am looking forward to seeing more and will of course pass on encouraging comments, as we all should.
I also apologise to Kyrstian for his post being derailed. I trust I doesn't put him off in the future.
#18
I might suggest taking more advantage of the natural human reaction not to look up by adding an extra floor to those southern corner buildings to support more 'dirty' play, and emphasize the 3D nature of the layout.
02/19/2014 (10:17 am)
Sounds like you've got a decent notion of variation in flow. Always vital in mapping.I might suggest taking more advantage of the natural human reaction not to look up by adding an extra floor to those southern corner buildings to support more 'dirty' play, and emphasize the 3D nature of the layout.
#19
I'm looking forward to your progress on this project, it sounds like it could be a really fun and action packed game.
02/19/2014 (11:55 am)
@Duion: I have to agree with everyone else here. It's not a really "kind" thing to shoot down someone's creation just because it "looks" amateurish. In fact, I could show you my first level/game design back in Tribes 2 and you'd say the exact same thing, but the gameplay itself would blow your comment right out of the water. I honestly found Krystian's blog to be really interesting and the game concept sound slike it could provide for a lot of fun experiences, especially for people who like to be Spec-Ops Map Ninjas (Looks over at Bryce and his TAIK challenge that I beat in ~7 minutes :D), I think the bottom line here is you can't just judge the book by it's cover, without actually reading the contents. I'm looking forward to your progress on this project, it sounds like it could be a really fun and action packed game.
#20
There seems to be alot of animosity recently in the forums between certain parties, I honestly dont know if it's maybe a translation issue, I thought it was to begin with, but when you see the same kind of tripe repeatedly it makes me think ...
@Duion, Theres nothing wrong with a moment of self reflection before making a post and proof reading, often i read through what I have typed a few times, make a few changes, because i know at times i can be pretty rash at times, but realised that it gets nobody nowhere being so self righteous and awkward. Think of how you would receive and react to comments like your own on numerous occasions, and bear in mind that just because we are all behind pseudonym's on the intarwebs doesent mean it is acceptable for anyone online to ever say something to someone that they wouldnt have the brass to say to them face to face, for example: within thumpin distance of them, especially when it comes to creativity and hobbies, This is something he has worked towards, a skill he wants to improve on. Something he feels the personal achievement to blog about, that takes personal pride in something, and destructive criticism does nothing to encourage and develop that talent.
02/19/2014 (3:24 pm)
What is wrong with wanting to keep a personal blog like a diary of how they are building their mission. Yes, critique is always appreciated, but when its constructively posted. Snide comments and insults are not needed, the elitist attitude just pushes people away to go elsewhere, and this community certainly cant afford to do that...There seems to be alot of animosity recently in the forums between certain parties, I honestly dont know if it's maybe a translation issue, I thought it was to begin with, but when you see the same kind of tripe repeatedly it makes me think ...
@Duion, Theres nothing wrong with a moment of self reflection before making a post and proof reading, often i read through what I have typed a few times, make a few changes, because i know at times i can be pretty rash at times, but realised that it gets nobody nowhere being so self righteous and awkward. Think of how you would receive and react to comments like your own on numerous occasions, and bear in mind that just because we are all behind pseudonym's on the intarwebs doesent mean it is acceptable for anyone online to ever say something to someone that they wouldnt have the brass to say to them face to face, for example: within thumpin distance of them, especially when it comes to creativity and hobbies, This is something he has worked towards, a skill he wants to improve on. Something he feels the personal achievement to blog about, that takes personal pride in something, and destructive criticism does nothing to encourage and develop that talent.

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