Showing posts with label 2. Show all posts
Showing posts with label 2. Show all posts

Monday, April 9, 2012

It's the small things

Okay, well. The new detailing on rust is coming along, so that is good. But I was also thinking about the little things I could do this summer. Stuff that won't take me forever to do, but still are useful. Anyways, here's the list.

  1. Finish Portfolio - release to the interwebz
  2. Play more Call of Duty 4 and then begin learning Radiant.
  3. Write a tutorial/article on why Smaller maps doesn't mean better - add to portfolio.
  4. Create an updated Youtube series on how to use Hammer and make TF2 Maps.
  5. Turn this blog into less of a news, and more into resource about level design.
For 1, I need to finish Rust first, then do 3.
For 2, I'm working with another guy and we're going to learn it together in our spare time.
For 3, I need to just find the time and some examples.
For 4, That should be too hard, but I need to just outline what I want each tutorial to cover.
For 5, I need to stop doing what I'm doing now. I will be doing some cool stuff AFTER finals and AFTER the submission date for rust. I'm going to make a developer video, kind of providing commentary on what certain area's are set up a certain way. This, of course, will be attached to my portfolio.

Seriously, the next blog will actually have some design theory in it, at least the total 1 person reading this will mind.


Saturday, March 3, 2012

Spring Break Agenda

Spring break is now upon us here in Happy Valley. I'll be traveling home, but I'll be bringing my computer with me so I get as much as I can done with pl_rust and my portfolio. For rust I'm basically going into super-detail-mode and for the portfolio I'll be populating the map pages and re-writing my tutorials and adding some guides.

For the map pages, I'm going to do something a little different than other designers on their portfolio. I'll provide plenty of images from the map, laid out in a nice gallery, but I'm also going to outline the though process on why I did what I did. Basically going to analyze my own map from a designer stand-point.

In the way of guides and tutorials, I have a couple of ones I'll be getting together. One is on lighting and using lighting to help guide players and help them recognize important areas, the other is from TF2 and how "smaller" maps do not mean faster or better gameplay. That article will cover mainly payload and payload race and probably general control point gametypes.