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Topic Starter Topic: Q4 MP - Yan's Test

Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-08-2008 05:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey,

This is a design test for a game studio that I did in about a week and a half. Very stressful work given the limited time.
Overall I feel like this is the best map I created from gameplay and visual point of view. I included lots of textures inside of the pak file for community use. Read the readme for more info.

Image

Image

Image

Image

Download the map HERE.

Feedback is welcome,

-Method



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Recruit
Recruit
Joined: 14 Nov 2005
Posts: 8
PostPosted: 01-08-2008 08:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


So you got the job right? :cool:




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 01-09-2008 01:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks awesome. Good luck on the job test.



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-09-2008 05:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Method, that map is utter shite. Its ugly as fuck, and you should be banned from making maps in the future.


And by shite I mean fucking awesome.

And by ugly, I mean stunning.

And by banned, I mean you should be given a job already.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 01-09-2008 06:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah that is amazing. Very nice job. Best looking q4 map I've seen atleast.




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The Afflicted
The Afflicted
Joined: 13 Mar 2005
Posts: 573
PostPosted: 01-09-2008 12:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Wow!... WOW! :up: :up: :up:



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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 01-09-2008 02:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Very nice screenshots of your work, there is some beautiful touches like the plank bridge around the upper ledge. Good luck with the job application and hope you get the job.

Sims



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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 01-09-2008 07:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


aha i didn't realize this was a portfolio work for a design test. very nice work, indeed! i'll try and give feedback that i know some of my producers might give - therefore i am just doing it from the screenshots (and I don't have q4)

i like how some parts of the level are in fog and some are crisp (maybe its a distance thing).

the level looks nice and open and in most of the screenshots i can see both gameplay opportunities and visual quality. the only thing i would consider is a stand-out piece that instantly familiarizes the level (eg: the level with the space train), although mossy and foggy definitely stand out and i would probably know which level someone was talking about from those (albeit, Arena Zero works pretty well).

*It is* super sweet :P




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-09-2008 08:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the nice comments guys.

-Method



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-09-2008 10:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Very impressive. Looks fantastic, especially since this is a 10-day job. Only suggestion is that the layout of the map is a little repetitive, the four quadrants are pretty much the same and it would be interesting to see some more dramatic changes in the floor plan throughout the rest of the map.




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-09-2008 10:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian: 10 day test looked like this:

http://www.methodonline.com/temp/yan_test.htm

I took 2 more days after I submitted the map to make moss variation of each texture to give it a unique look.

-Method



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Warrior
Warrior
Joined: 14 May 2002
Posts: 94
PostPosted: 01-09-2008 10:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm telling. :D

Nice, as always man!

Quaker-X




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 01-10-2008 05:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


This is some of the best work I've seen for Q4, at least visually. You've done a great job of breaking up the lines without it really hurting the flow or 'learnability' (nope, not a real word) of the level. :up:

Gameplay wise: I think the top route is a bit armour-heavy.. and the rail is up there, too.. But I'm nitpicking really; it's a great map. :D




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Raven
Raven
Joined: 16 Apr 2004
Posts: 47
PostPosted: 01-10-2008 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


I plan on grabbing this baby over the weekend and giving it a look. The atmosphere you have in screenshots is really impressive. Very nice job doing something unique and fresh Method! I wish you the best with your job interview :)



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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 01-11-2008 07:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


the rest already said it all - I just want to add one thing. Please fix the source of the skylights :]




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-11-2008 10:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


corsair: What do you mean? I mentioned that it's a modified Raven's skybox in the readme.

-Method



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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 01-11-2008 10:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


here it is: Image

I meant the actual source of the light entity. I noticed the anomality when looking at the planks their shadows, that are in the back of the sho. There's a way to pull out the origin of a light so that it'll be more directional.

Anyway, nice job, again :]




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-11-2008 08:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Oh well, there's more than one light to adjust. They have origin pulled the other way to achieve that nice shadow on the other side with orange/yellow light under. If that sentence made any sense.

-Method



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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 01-12-2008 07:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ah, I guessed you had done that for nicer overal lighting, and this way its also better on performance. It may not be a fair critic for something made in 12 days, but I do think it looks incorrect and thus rather odd.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 01-22-2008 07:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


very impressive.

And corsair is awesome at drawing suns




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 02-07-2017 03:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


This is very unlikely, but I've been searching for a while now and it seems the only place you could download this map from is his now defunct website. Is there any chance, someone here might have a back up copy of this map?



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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 02-07-2017 04:42 PM           Profile Send private message  E-mail  Edit post Reply with quote





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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 02-08-2017 03:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
https://www.mirrorservice.org/sites/quakeunity.com/quake4/maps/deathmatch/


Thank you so much!



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