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  • Halo 5: Juggernaut Classic on Juggy Nuggies

    Scripters: AddiCt3d 2CHa0s & Yumudas Beegbut Map Concept and Design: PooEveryFriday Juggernaut Classic is a Minigame scripted by AddiCt3d 2CHa0s & Yumudas Beegbut that mimics the classic Juggernaut feel. Juggy Nuggies is a map designed specifically for the gametype by PooEveryFriday. Juggernaught Classic has the following features: Is an FFA where all non-Juggernauts are "Friendlies" Friendly damage against other friendlies is very low Friendlies have navs to help

    Chaos
    Chaos
    PROJECTS 3

    de_Victorian

    V I C T O R I A N V 1.0     https://steamcommunity.com/sharedfiles/filedetails/?id=2236306765     Set among the crossroads of the 1830s Industrial Revolution! Civility & Industry clash in this glorious theme park of Architecture & Landmarks!   This map was built from the ground up for a Balenced & Competitive 5v5 Experience, a challenge for myself, and a challenge to the CSGO Community to re-think what a Defuse map has the poten

    Soldat Du Christ
    Soldat Du Christ
    PROJECTS 6

    Cool It

    The map is a combination of the Covenant locations in Halo: Combat Evolved. Combat can be quick, or slow, or anything in between because of the constant cycle of moving for weapons and positions. There is a Sniper Rifle, Rocket Launcher and Overshield. Meant for 4v4 Slayer, Oddball, and Strongholds, but can play 2v2s. Here is the download: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamer

    S0UL FLAME
    S0UL FLAME
    PROJECTS 1
  • The Making of Last Bastion: A Level Design Documentary - Jesse Duchene

    Last Bastion is a Halo 5 Forge Map from Jesse Duchene, AKA @Soldat Du Christ.  The level was officially released near the end of 2018.  Jesse then created a 'Making Of' video, and published that in June of 2020.  The video is a detailed breakdown of his thought processes behind the design, and provides great insight into the type of thinking that can be used to create great levels.  We recently met up with Jesse to talk about the video, further picking his brain on both the level and the video.

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    Articles

    Reaching Perfection, Chapter 31: Immersion - Ray Benefield

    About Reaching Perfection     Missed Chapter 30? Read it here: Application     Intro Have you ever done something that made time fly without you realizing it? Ever play a game where you felt you spent only an hour, but then realize that four have gone by? Ever play a map where you were so deep into having fun and fighting the opposition that you had no time to criticize the map fully because you were so focused on playing the game that the map was made f

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    Articles

    Blocktober 2020

    2020 marks the fourth October of Blocktober.  During Blocktober, level designers across the world flock to Twitter to share their level blockouts with the tag #Blocktober.  Launched in 2017 by Michael Barclay, Blocktober is the Level Design equivalent of Inktober. Michael wrote a summary of the first Blocktober, appropriately titled 'Blogtober' on his website, and you can read that HERE.    Now that you know more about Blocktober (or...know the same amount if you already knew about it.

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    News

    Core - Game Creation Kit

    What is Core? Core is "a radically accessible game construction kit, content exchange, and game-playing platform, all in one."  Put simply, it's a free to play PC based Game Development tool. Developer Manticore Games has a grand vision which has driven their developmental process for this 'game'.  In their own words, their mission is "to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized v

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    News 1

    Diabotical - Season 1 Mapping Contest

    About Diabotical Earlier this month, Diabotical was officially released into the wild.  For those of you who may be unfamiliar with it, it's a free to play, fast paced, multi-player only title. The best comparison that most everyone will be familiar with is Quake.  If you're interested in learning more about the game, Google and Youtube are your friends. We also published a short article about it's Beta earlier this year, which includes footage of the Map Editor.  Additionally, here's a cra

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    News
  • What Are You Working On?

    But our ability to understand what they speak can be greater or lesser, dependent on how well we understand the language they speak.  I can confidently say that shortcomings in understanding of that language can and does cause all sorts of nasty misjudgements, poor evaluations, miscommunications and misunderstandings to occur.   A map may provide many softly spoken ways to succeed, but if the listener doesn't keep a keen ear open to this they may believe the map never spoke at all. 

    SaltyKoalaBear
    SaltyKoalaBear
    DESIGN DISCUSSION

    What Are You Working On?

    Oh nice!  Never realized this talk had been released. I published some of Jaime's stuff a while back: https://www.nextleveldesign.org/index.php?/content/articles/balance-of-power-jaime-griesemer-r61/ His blog is also worth looking up: https://rewardingplay.com/

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    DESIGN DISCUSSION

    What Are You Working On?

    Thos guys have probably never seen anyone jump in a gunfight in their lives 😂

    Westin
    Westin
    DESIGN DISCUSSION

    What Are You Working On?

    Good job Nathaniel, you've missed the entire point of my post once again, for the millionth billionth time. I respect the consistency my dude.   Within the context of a game, you can test all skills at once. The singular task of a multiplayer game is to win - not just to test your aiming with an octagon or senses with a puzzle - it's both and everything at once. Players don't somehow lose focus on one or the other if you have both, it just heightens the ceiling of what the player can d

    Westin
    Westin
    DESIGN DISCUSSION

    What Are You Working On?

    Counter-Strike_ Global Offensive 2020-12-03 20-57-21.mp4

    Soldat Du Christ
    Soldat Du Christ
    DESIGN DISCUSSION
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