Author Topic: Level Creator/Detailer  (Read 908 times)

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Online Deathbane

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Level Creator/Detailer
« on: July 26, 2010, 08:57:05 PM »
Name: Deathbane

Age: 20
Location: UK

Position: Level creation/Level Design/Level Detail. Would also help wherever else im required as well, if i can.

Past Projects:

               Half Life 2 Universe modification, for Half Life 2. It was my mod, and i helped by doing level design/creation in hammer, as well as simple script edits.

          

               I was also involved in the Human Error modification as a beta tester, once again looking for flaws/lighting errors etc in existing levels.

          http://www.moddb.com/mods/half-life-2-short-stories/news/human-error-released

               I am currently also working on a mwll map in Sandbox2, known as SA_Taranis, with hopes of expanding it into a territory control map.
               Early screens can be seen in the relevant forum thread, but ill be putting newer screens at the bottom  :D.

          Outside of mapping, i am currently taking a programming course at University learning Java. WHile Java is use
               less for this mod, what i have learned coupled with a bare understanding of LUA basics from coding GMOD       
               modifications means i could probably pick up LUA scripting experiance if the team deemed it necessary.

Ties to Mechwarrior:
                    My first experience with the Battletech universe was when i was 6, when Mechwarrior 2 was first released.
                    As any normal 6 year old male would be, the game enthralled me with its intense action and simulation like
                    aspects, as well as one of the coolest intros of any game at the time it was released.

                     I drifted away, but was eventually brought back into the battletech universe by Mechwarrior 4, and although
                     it wasnt to my tastes, it directed my attention towards Battletech once more, and since then ive devoured every source book and 
                     game possible. I now run the CJW mwll clan and also host megamek games for fellow forumites.

Other commitments: The only commitments i have is to my work on my University course, which must take priority over MWLL, and       
                              will resume in September. Therefore, i cannot always promise to meet at strange hours once term recommences.

                              Any other commitments can be worked around the mods schedule, barring any unforeseen events or whatever.

SAMPLES:

Samples of the newest version of Taranis are provided below. Its a hot, moist, dripping deathworld jungle planet, orbiting a massive, hot star at a great distance, so far infact that its orbital year is many, many times that of Terra. It is also racked by terrible storms, making it a very difficult fighting environment.

Most of the map flow directs the players towards the central island, where two bases become a focal point for battles for BA spawn points, and hopefully in the future, capturable objectives in Territory Control gameplay. Two other bases, to the north east and south west, provide a reason to explore the map and fight over multiple areas, as well as introduce players to alternative routes that allow for ambush tactics.

The terrain was done in geo control 2, which i have a basic, working knowledge of. However, i do have some small issues with tanks on this map, which im having to fix, mainly overzealous erosion algorithms used with Geo Control giving me terrain Crysis tanks arnt happy with. The newer version of Taranis is greatly improved, so with a bit more work i hope to have a map supporting at least tanks, mechs and vtols.

The TOD is designed to allow for variety. While unfinished, already it promotes brawling in the day, with the foggy, dense atmosphere and allows for longer range fighting in the clearer nights. Building on this, i hope to finish a flow graph that will properly fix the temperature on the map, and hopefully change along with the time of day, allowing for hotter days and cooler nights. Of course, not the kind of change extremity exhibits!

<SAMPLE SCREENS UPLOADING>

A so far unvegetated valley, showing TOD effects and Geocontrol 2 generated terrain.

Basic canyon, showing TOD effects and Geocontrol 2 terrain.



The River Bank



Island Base Communications Dish



Entrance to the completed, main island base



What is that?



Second main base on the island



APCs really DO have thin side armour


Sorry for any formatting errors; posting was being strange so i typed it out in notepad.
« Last Edit: July 26, 2010, 09:36:26 PM by Deathbane »


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?

Offline shadowkiller

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Re: Level Creator/Detailer
« Reply #1 on: July 27, 2010, 11:12:29 AM »
Contated you on msn. :)


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Angry coffee table flip attack!

Offline [MPB]OM_Sannyasi

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Re: Level Creator/Detailer
« Reply #2 on: July 27, 2010, 01:19:43 PM »
contact me on msn- sannyassi_73@yahoo.com


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