Jul/090
Gastronauts
At work a few co-workers and I do something known as “adventure lunch”. An adventure lunch is basically a trip during our lunch break to random restaurants in the Albany area. Some of these trips are good, others ok, and some cause one or two members of the crew become sick. Which is rare but makes the lunches that more adventurous! For a while our crew was thinking about documenting these adventures and now it has finally happened. Thanks to Dave we finally have our own site, http://gastronaut.us/. The most recent adventure has been posted but stop on by more often as we continue to document our weekly adventures. For convenience the link to the site has been added on the right panel. Now go to the site and read up on the tales of Gus’s Hot Dogs.
Jul/090
Site Upgrade
It’s been a while and some change was needed. This new design is from Andrei Luca, which I got from the main Word Press page. A nice clean design, props to Andrei for sharing it with the wordpress community.
On a completely different tangent, prank emails, http://www.dontevenreply.com/index.php
Some really funny stuff on that site. Thanks to ilkman at Beyond Unreal for that link.
Jun/090
Bonus Round
Many of you may recall the bonus rounds from Street Fighter 2, such as the car smashing mini-game:
Well here is some dude actually doing it! Dressed up as Ryu, this guy destroys this car with his bare hands!
Badass!
Jun/090
Design of Frustration
Recently I have been playing Wolverine and thus far I am having a blast. The game pretty much has captured the essence of the character, he is a dude with claws and can pretty much beat the living shit out of anyone. The movie was horrendous but I won’t talk about that, however I will say it is interesting how developers at Raven tied in various movie moments to their own time line of events in the game. Which is better than just retelling the movie scene for scene in a game which some movie games do.
Anyways, the game is filled with many badass moments, crazy combo finishers, and various environment executions that make you cringe! In the mix off all that awesomeness there are some low points in the game that can be a little frustrating. Without giving away any spoilers for the game I will talk about two moments thus far that really pissed me off.
Frustration moment number 1: This one occurs early on in the game, Wolverine is on the run from the folks that gave him his adamantium claws. Pretty straight forward objective, kill anyone in your way to escape, sounds fun. However, at one point in your escape you are ‘drugged’ for a lack of better term and can no longer heal until you meet someone that will remove the drug for you. So I have lost one of Wolverine’s core abilities to heal, seems kind of odd but I can keep playing until I ran into the gun turrets of death. I despise these things, given the fact I can’t heal and have been forced to have a low amount of health having laser sight turrets that can track me and kill me in one shot sucks ass!
The first encounter with these things was ok, as I was taught the dodge mechanic (which worked but still frustrating). The second encounter is where I practically lost it. Here is the setup, there is absolutely no permanent cover to hide from the laser sights of death unlike previous encounters. The only way survive is to use a switch to move one piece of cover toward your location. Once it is in place you got get behind it and follow this moving cover piece as it moves on a track alongside the catwalk you are on. Sounds simple, but if you fall behind and the cover piece moves slightly ahead of you, laser sights will spot you and kill you in one or two shots. If you use the dodge mechanic that you were just taught, you end up few steps ahead of the cover piece. The result, death from laser sight turrets once again.
Now if by chance you do follow the cover piece to the end of the line, you are not safe just yet. If you don’t run around the corner fast enough, guess what? One of the turrets can still see you and bang you are dead! After multiple attempts and cursing at the game I finally got past this point and resumed the hack and slash gameplay that I was enjoying before this stupid puzzle gameplay moment.
Frustration moment number 2: The traversal in Wolverine is pretty straight forward aside from a few places where you need to grab a ledge and jump to some other location or use a rope to climb to higher ground. Some of the cooler traversal moments are when Wolverine uses his claws to climb up some vines on a wall or up frozen sheets of ice. However, one thing Wolverine sucks at in game is jumping, to be precise double jumping. Not sure if is me or if the jump mechanic and or timing of it sucks, causing me to fail traversal puzzles over and over.
My first traversal failure was not bad, but is was frustrating due to the fact that I could not make Wolverine jump across a stupid gap. If I fell, no problem I could climb back up and try again. Eventually I got it, manged to time the double jump and run just right to make it across the gap.
Now later on in the same level there is another double jump traversal puzzle. This one really pissed me off to the point I was cursing the level designer who built the environment. (If by some crazy chance any of the Raven folks or the actual level designer reads this I apologize for being harsh but was seriously disappointed in the design of this section of the Alkali Lake mission)
So here is deal, at some points in the game the camera changes it’s perspective for cool sequences, in this case I got a ‘side scroller view’ as I am running along a path under a bridge. As I am following this path there is an attack chopper shooting at me in the background, very cool stuff, now here is where things go down hill. In this side scroller view I come to a point where I need to jump onto a concrete stump in the middle of a flowing river and from this stump jump to rest of the bridge supports. Sounds simple enough that I need to jump from A to B to C and move on. No that can’t be simple at all, it has to be frustrating! Here is what made it frustrating, first off as I am trying do do this double jump I am being shot at by a helicopter and some random dude on the other side. Second off all Wolverine can’t do the stupid double jump!
Countless times I would run to the edge of the platform to jump to the concrete block, and more often than not as I hit the jump button, Wolverine ran straight into the river and “dies”….restart checkpoint. I try again, this time I get Wolverine to jump but guess what he falls short and dies in the river! At some point I finally managed to make it to the concrete block, now the challenge was to jump to the next platform. Same shit as before, kept missing the damn jump or ran right into the water, brilliant! Other times I did manage to get the double jump right and I overshot the damn block and landed in the river, WTF! At this point I am really getting annoyed, but eventually I made it across only to find a few feet further was the same exact shitty jump puzzle and this one was worse. Aside from the same mistakes as the first concrete block puzzle the second one pulls a total dick move on the player. If by some miracle you land on the second concrete block, guess what? The bloody helicopter shoots at it and it sinks into the river! So if you don’t time your jump just right you die right where you stand. And if you do manage to jump in time chances are you will fall into the river anyways cause you’ll miss the next platform!
Seriously WTF was up the design of that level, did no one see how frustrating that was in testing or play sessions? Sure it pissed me off to no end but as I was dying and trying I had a few good ideas of how all of this could have been resolved with less frustration. The best idea would have been to make the damn concrete blocks a little wider so the first attempt at double jump Wolverine would land on the bloody thing and move on. Having the second block be shot out from under your feet was a dick move, why harm the player when they are already standing in tricky spot to begin with.
Anyways, I needed to rant about that, however other than those two moments Wolverine kicks ass and I recommend you guys play it if you get a chance. I just hope the next few missions don’t have any more shitty traversal puzzles or double jump puzzles. Really takes away from the fun of going berserk with Wolverine.
Jun/090
CBP3 Volume 3 Released
Well, while I was away at E3 I noticed the third installment of the Community Bonus Pack was released!
Stop on by the CBP 3 website for level images and download links!
Jun/090
Level Portfolio Trailer
Somewhat inspired by the CBP 3 v3 trailer and being suggested by some friends I made a trailer of all of my Unreal Engine 3 maps. I think it turned out all right, however due to youtube showing an already compressed video it turned out a bit darker than normal. Anyways check it out, feel free to leave any comments. Recommend watching in High Quality, looks a little better:
If you would like to see the original video you can download it from here:
http://mozidesign.com/files/Mozi_Level_Portfolio.avi
DIVX codec is required for the avi file.
Other than that I am off to E3 in a few hours, quite excited to go and check out all the new games such as: Batman:Arkham Asylum, Brutal Legend, Assassin’s Creed 2, Borderlands, Modern Warfare 2, and anything and everything else on the expo floor.
I’ll do my best to do daily posts from E3 if I can get to computer as I don’t own a laptop. Otherwise I’ll post all of my notes when I return.
May/090
CBP 3 Volume 3…Almost Here!
Been really busy the last couple of months at work and with CBP 3. But now things are almost done and to get the hype machine moving check out this video one of our team members Drummer.unr made of all the maps and mods we will feature in volume 3! Be sure to check it out in HD and full screen looks much better.
My addition to CBP 3 volume 3 is CTF-Full Throttle. More screens of the map can be found on the level design page. So keep stopping by as very soon the final release build of CBP 3 volume 3 will be availble.
Apr/090
Urban Decay
A couple of weeks ago I went out exploring with a friend of mine and we came across this old factory. The place is called the ‘First Prize’ center but the nick name is Little Chernobyl. As a level designer I found this location to be a great source of inspiration for an industrial themed level or a Gears of War level.
Around this place there were a lot of signs like ‘High Voltage’ and other warnings of impending doom. However, out of all the signs this one cracks me up for some reason. Though I am sure if someone actually got stuck in a conveyor belt it probably is that not funny.
-Photography by Rappo. Full gallery link http://www.flickr.com/photos/rappo/sets/72157616043190444/
Apr/090
SP_Forrestal Village Released!
Alright folks, here it is, Forrestal Village! A project seven months in the making and now ready for your enjoyment. This is probably the most time I have spent on a single level, but totally worth it, as I took my time to make the level as detailed as possible. Along with the detail work, I did my best to provide a fun gameplay experience for you guys. In the end after several iterations on the lighting and gameplay flow I finally feel that this map is now done!
One thing that I know will make people happy is checkpoints. That’s right, I got checkpoints in this map, unlike my other map Industrial, and given the size of the map it was pretty much mandatory to figure out how to get level streaming and checkpoints to work. I give my thanks to some folks on the forums for their knowledge and tutorials on level streaming for Gears of War.
As always the mandatory teaser screen:
More screens can be found on the level design page along with the download link. So give it a spin when you got time and feel free to drop any comments and or feedback to either:
http://forums.beyondunreal.com/showthread.php?t=184894
or
http://forums.epicgames.com/showthread.php?t=671755
So have fun and go kick some locust ass!
Mar/090
SP_Industrial Re-released!
After a long delay it’s finally here, a new version of SP_Industrial! I am sure many of you may have noticed the teaser pic on the level design page (which is now a bit out dated) of the updated look. In terms of gameplay the level is virtually the same. However a lot of changes were done in terms of cover placement and combat scenarios( and I give credit to those individuals who shall remain nameless but I owe them my thanks for providing feedback on areas of improvement for the map)
So without further delay here is a new screen:
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More screens and the download link can be found on the level design page. The readme file has install instructions if you need them.
Enjoy!








