Vorneus - Level Designer

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Vorneus - Level Designer

Postby Vorneus on Wed May 02, 2007 6:58 pm

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General Information
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Name: Ed Wilkinson
Alias: Vor/Vorneus
Age: 23
Residence: Birmingham, UK
Contact: vorneus@hotmail.com

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Mapping/Level Design
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After getting to know Hammer World Editor in early September 2006, I started my first project - cs_ridge. The map has since been completed, and a selection of final screenshots are shown below. Some may take time to load depending on your connection speed.

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This map is available on request (please email vorneus@hotmail.com if you are interested) although I have not set it up for download anywhere. The navigation mesh is customised allowing bots/hostages to move comfortably around all playable areas. The reason this map has not been officially released is that the map turned out as more of a showcase of my ability in Hammer as an environmental artist, and as a result of too much detail and a very open setting, the map runs too slowly on most machines (my own included) to play with any more than a few players. The file size is also fairly large due to custom content and detailed lightmaps.

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Current Project: de_fusion (CS:S)

The alpha layout of this map has gone through extensive testing in both 5v5 match play and 24 player public play. I have observed the flow of the map during play and made adjustments and additions accordingly. The layout is now final, and I have completed optimisation. All that's left is to detail areas to the best of my ability, without sacrificing performance on a full server.

Story
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Setting: Early morning in the height of Siberian summer.

Location: A covert installation in Southern Siberia which is key to weapons research, military intelligence, and communications between East and West.

Counter-Terrorists: Terrorists plan to sabotage the base by destroying either the loading depot where essential supplies are delivered, or the operations bunker through which all communications are routed. You must prevent this at all costs.

Terrorists: Your two targets are the loading depot (A) and operations bunker (B). A bomb detonation at either location will disrupt base functions long enough to allow blueprints of a prototype intelligent missile to be seized from the research lab.

Below is a screenshot of the lower floor of the engineering building - detail is almost complete for this area.

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Comments/questions are welcome :)

-Ed
Last edited by Vorneus on Mon Nov 19, 2007 11:20 am, edited 4 times in total.
It's all about the atmosphere.

-Portfolio-

Current project: de_fusion (I'll finish it someday, probably)
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Postby Garrador on Wed May 02, 2007 8:10 pm

very nice map! =) nice stuff.
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Postby daap on Wed May 02, 2007 8:34 pm

defenitly great stuff.
keep us updated about de_fusion!
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Postby Dryn on Thu May 03, 2007 9:31 am

Very nice work.
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Postby Eli_Vance on Thu May 03, 2007 10:38 am

Great mappin skill man! :D

hope to see some new maps in future, good luck :wink:
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Postby Mr. Happy on Thu May 03, 2007 11:06 pm

Looks quite nice :D

even though it's just for show, i'd suggest releasing cs_ridge to the public, it may not get played but having random people come accross it will increase your exposure and make it easier for you if alot of people want to see it
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Postby Generalvivi on Thu May 03, 2007 11:34 pm

nice work vor :)
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Postby Superdeer on Fri May 04, 2007 10:36 am

Brilliant work, if i was looking for a level designer I would snatch you right up. :lol:
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Postby Athlete{UK} on Fri May 04, 2007 10:52 am

Amazing work but for a portfolio you'd need some variation. Different maps in different styles. I don't think that'd be a problem for you though since that map is flippin nice.
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Postby Dionysos on Fri May 04, 2007 12:15 pm

Very good indeed, I like the feel of it. But as Athlete said, you could need more variation in the portfolio. Maybe make a map with a completely different theme :)
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Postby Sauce on Fri May 04, 2007 2:25 pm

i just had a thought, wouldnt developers want to see some playable maps?

you know, something that represents what you CAN do with their engine?

just a thought. not a personal attack or anything, its something i've been noticing about all these showcase things.
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Postby Snownation on Fri May 04, 2007 4:12 pm

If anyone is interested, there is usually someone who will chase up on the individual.

Like like posting your cv somewhere, if people are interested, you will end up with an interview which goes into greater detail as to what you're capable of.

As far as the portfolios are concerned, they're just to attract the employee hunters.
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Postby Vorneus on Fri May 04, 2007 5:57 pm

Thanks for the comments guys.

The playable map thing - yeah I know. cs_ridge was originally intended to be playable, and in fact is fully playable (hostage rescue zones, nav mesh, everything functioning as it should). You just need a seriously good computer to get a decent framerate. de_fusion is basically doing exactly what someone commented on about "what you CAN do with the engine". It just isn't finished yet.

Making different kinds of atmospheres and environments is something I'm working on. I've only finished one map, and the second is set in a completely different location and as a result will look entirely different (surely you can already tell this from the single screenshot of de_fusion). cs_ridge does actually contain an underground cave enterable via a storm shelter, which has a completely different feel to it than above ground. Here are a few screens:

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The tunnels lead from the storm shelter to the barn (you can see the trap door in the screenshots of the barn interior). The great thing about the tunnel is the caged lights. A power box at either end connects the lights in series. Destroying either one of the boxes causes the lights to blow one after the other and then blow out the box at the other end, turning the red security light in the storm shelter on and plunging the tunnel into darkness, save for the green glow of the flares. I should really make a movie of it, it's very cinematic :)

-Ed
It's all about the atmosphere.

-Portfolio-

Current project: de_fusion (I'll finish it someday, probably)
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