Half-Life: The Core is a classic retelling of the events surrounding the Resonance Cascade disaster from a new perspective. Featuring intense action, complex puzzles and believable narrative through all-new locations in Black Mesa with remarkable visual fidelity, pacing and humour.
This is the first episode of a new series of videos by Scotch&Coffee Studios. These videos will cover some mapping tips and tricks, as well as including updating you about our current projects. This episode covers the basics of making corridors in the goldsource engine look a little bit more interesting.
Posted by monster_urby on - Intermediate Level Design/Theory
This is the first episode of a new series of videos by Scotch&Coffee Studios. These videos will cover some mapping tips and tricks, as well as including updating you about our current projects. This episode covers the basics of making corridors in the goldsource engine look a little bit more interesting.
There is a nice difference between the first screenshot and the final work, everything is well explained, although I think you missed a few points (perhaps on purpose since it's the basics?).
I like the comment that says "people is still mapping like 1998" (paraphrasing) and that's so true! I think some people doesn't still know that you can do some planning before hand. Also, if you have no ideas, copy areas from games at least! Im not saying "copy the whole" level, but you can defintely get inspiration and your maps will look tons better.
I don't see how "realistic" could be a problem in designing a map. You can have a map based on real-life and still having a fun level. Problem is not on the theme you use, but in the execution.
I love your beard :)
Downloading in HD to watch when I've got some spare time. Adding non-stupid comment after watching ;)
Finished watching :)
There is a nice difference between the first screenshot and the final work, everything is well explained, although I think you missed a few points (perhaps on purpose since it's the basics?).
I like the comment that says "people is still mapping like 1998" (paraphrasing) and that's so true! I think some people doesn't still know that you can do some planning before hand. Also, if you have no ideas, copy areas from games at least! Im not saying "copy the whole" level, but you can defintely get inspiration and your maps will look tons better.
I don't see how "realistic" could be a problem in designing a map. You can have a map based on real-life and still having a fun level. Problem is not on the theme you use, but in the execution.
That's all, loved this stuff!
Very good, man. Very helpful。