hello. long time no see.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

zZCastleZz wrote:double post sorry..
For future reference, you can delete your second post if you do it before anyone else posts. :)
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

ZOMG!!!!!! Another of those old farts has risen from the dead :D
Hi Castle
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

LOL

Zomg its HR.O!!

Its almost like old times here kinda :dork:

If Ydnar ever came back and flamed me again it would be 100% complete now!

lol j/k
-The Castle
scythe
Posts: 66
Joined: Mon Mar 25, 2002 8:00 am

Post by scythe »

I can relate to your missing real level design. I made the mistake of taking a 'Level Design" job on an MMO. What a load of crap that has been. I've got to find an FPS shop that's hiring before I go completely insane.
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

now if only aramique would come back
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

scythe wrote:I can relate to your missing real level design. I made the mistake of taking a 'Level Design" job on an MMO. What a load of crap that has been. I've got to find an FPS shop that's hiring before I go completely insane.
woah
so you don't build levels in a MMO?

I suppose a great deal of the work would be monster placement and quest scripting.

Would take tons of tweaking and scripting. But imo you end up doing that with most single player games these days right? Even at the end of Sin Episode 1 90% of my work was fixing the end boss and going back to tweak scripting and enemy placement.

I suppose once the world is built that becomes the standard design process. lol I suppose I can see that being really harsh in a MMO when building the world might take a fraction of the actual project time...

sorry to hear that dude :tear:

Id actually like to know more about the process if you are willing to share!
-The Castle
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

wattro wrote:now if only aramique would come back
Please, don't tempt fate, 'cos after that it's a short step to a full pardon for Neodymium.
scythe
Posts: 66
Joined: Mon Mar 25, 2002 8:00 am

Post by scythe »

zZCastleZz wrote:
scythe wrote:I can relate to your missing real level design. I made the mistake of taking a 'Level Design" job on an MMO. What a load of crap that has been. I've got to find an FPS shop that's hiring before I go completely insane.
woah
so you don't build levels in a MMO?

I suppose a great deal of the work would be monster placement and quest scripting.

Would take tons of tweaking and scripting. But imo you end up doing that with most single player games these days right? Even at the end of Sin Episode 1 90% of my work was fixing the end boss and going back to tweak scripting and enemy placement.

I suppose once the world is built that becomes the standard design process. lol I suppose I can see that being really harsh in a MMO when building the world might take a fraction of the actual project time...

sorry to hear that dude :tear:

Id actually like to know more about the process if you are willing to share!
You're pretty much accurate about the building process, it's more about placing models, setting up AI and scripting than actually building anything, Well, besides the terrain mesh, but that doesn't take too long.

The real problem has been that the "management" has decided to completely redesign the game multiple times in the past 18 months, so it's been endless preproduction. Spend months writing and drawing maps, only to throw it all away and start over. Build the terrain for the entire world, then throw it all away and start over. I was hired to build areas and design dungeons, instead I've spec'd out close to a thousand pieces of art for concepting/outsourcing, and written a whole lot of game design that's been tossed out and re-written by somebody else, when they decide to change design direction.

I know all mmos aren't developed like this, but I'm turned off on the whole genre now. I wanted a break from shooters, but I'm ready to get back to my roots, hehe.
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Post by Castle »

You're pretty much accurate about the building process, it's more about placing models, setting up AI and scripting than actually building anything, Well, besides the terrain mesh, but that doesn't take too long.

The real problem has been that the "management" has decided to completely redesign the game multiple times in the past 18 months, so it's been endless preproduction. Spend months writing and drawing maps, only to throw it all away and start over. Build the terrain for the entire world, then throw it all away and start over. I was hired to build areas and design dungeons, instead I've spec'd out close to a thousand pieces of art for concepting/outsourcing, and written a whole lot of game design that's been tossed out and re-written by somebody else, when they decide to change design direction.

I know all mmos aren't developed like this, but I'm turned off on the whole genre now. I wanted a break from shooters, but I'm ready to get back to my roots, hehe.

I feel your pain... I feel your pain... I feel your pain.
Oh and .. I feel your pain...
This kind of thing scares me to no end too.
Either constant redesign, or not deciding to ever commit to a design by management is pure hell. top it off with being asked to not do what you were hired to do.. Yes that sounds frustrating. I wish you the best of luck with that situation.
- Russell Meakim AKA The Castle
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