Starwars10 - Mapper Application

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Lubu
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Byond: Starwars10

Starwars10 - Mapper Application

Post by Lubu » 26 Jun 2018, 17:52

Byond ID:Starwars10

Age: 24

Gender: Male

How would you define yourself? (Coder, Mapper, Spriter): Coder professionally, applying for Mapping, interested in spriting but no knowledge

If Coder, what languages?
HTML&CSS, PHP, Java

Any previous experience developing with SS13?
No, I have been tooling around with dream-maker and learning how it works. My expertise is websites. I have never worked for another server.
I was part of the Bay-Station wiki-team for about a year ago. I stopped participating after they started doing major overhauls and removing my work. It wasn't personal, I wasn't interested in redoing a lot of my articles and newer members were taking over. Passing of the torch.

Proof of any previous or current work:
https://wiki.baystation12.net/NanoTrase ... te_Liaison (The only article I could find where I'm still in the history, little of what I wrote was retained)
https://www.inelda.org/
https://njgamebutcher.com/
https://www.peckbrothersroofing.com/
https://www.nomadoil.com/ (turned out great)
All work was completed with 9sail and Dynamic Image Group (I'm contracted with DIG)
More upon request.

How well do you know Git?
I am familiar with uploading and downloading.

Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No)
Yes. This isn't why I am applying for this.

Anything else you'd like to add?
I have been working on a few maps ranging from a city map, which will use z-levels in a new way as well as two traditional maps (A deserted battlefield, and a sunny chain of islands). I'm currently working 2 jobs and do websites on the side so development may take a while but I am not seeking payment (lol) and my biggest goal is to learn how to better implement the map as well as get guidance from someone who has already worked on one, however it would be amazing to one day have the map in rotation if the community desires. This is strictly for passion as I really enjoy the unique play-style the server offers and would like to contribute. I look forward to working with you.

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Nicboone
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Re: Starwars10 - Mapper Application

Post by Nicboone » 27 Jun 2018, 11:37

your previous work doesnt seem to take us to any actual maps. would you mind posting some actual pictures of the maps for us to see?
Relax like Redax. "The fucking stupidest thing ever said by an SL"
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Nicboone
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Re: Starwars10 - Mapper Application

Post by Nicboone » 27 Jun 2018, 11:38

actually i just noticed you posted a bunch of links to roofing websites. Im going to go ahead and say no to this.
Relax like Redax. "The fucking stupidest thing ever said by an SL"
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Lubu
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Re: Starwars10 - Mapper Application

Post by Lubu » 28 Jun 2018, 00:42

I think there may have been a misunderstanding. Those links are some websites I've made or help create to supplement the application and demonstrate some aptitude.

I have never published any maps and I don't have a portfolio for them but I am seeking to work with you to build one. The 3 maps I have aren't ready, I wouldn't be comfortable putting them forward. I can apply again later once they are presentable. I am applying before I have the maps ready because it would need less work if I knew what exactly the map needed to include, what sizes everything needed to be and various other specifications that CM may incorporate.

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Okand37
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Re: Starwars10 - Mapper Application

Post by Okand37 » 28 Jun 2018, 19:49

Generally speaking, it is important to have some references so we can determine how you tend to map as that'll help give us an idea of what we could expect out of your maps. Personally, I'd suggest using another existing codebase (like baystation12 or /tg/station) and mapping something for fun that you could use to show us an example of your work! It's a bit odd to reference website and wiki work as part of your experience related to mapping, but thank you for sharing nonetheless!

Aside from the above, you mentioned you had some ideas for some maps and had others you were already working on. What do you intend to do for these maps to make them stand out? What is the ideal flow of gameplay you intend to shape with your design(s)?

If you had to compare your maps to the existing maps we use on the server, what maps would they be, and how do you think they'd line up in terms of similarities and differences? What parts of your maps do you think would be considered improvements in comparison?

I'd really stress on the importance of having an image or two to present to us to give us an idea of how you map, as we can't really full-well judge your capabilities and style without reference.
I play Verena Knox, an extremely unlucky girl, among other characters.
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Lubu
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Re: Starwars10 - Mapper Application

Post by Lubu » 28 Jun 2018, 22:38

I am currently working with TG Code and mapping using its assets. I apologize for possibly misleading you with the references. I added those to prove I am technically savvy and have the capability to work as team. I was part of a team with those, working off a designer with other dev's. I moved away but they still feed me work.

I am very fond of the CQC combat that Big Red and prison offers. I relish in the idea of "house to house" combat, however I feel the idea of a brutal urban environment was lost with big red. While still better than Ice, Big Red matches typically involves the cave systems more than they do alleys Streets and buildings. The most difficult thing for marines isn't clearing the offices, or pushing them back from the bar. The most difficult thing is for marines is to push and capture the caves. I have a map that would allow the marines to forgo tight caves and Xenos to flank, rotate, escape and recover without a cave system (similar to prison, one of my favorites) that require Xenos to be ontop of their game, and marines always alert. The current cave systems (while good for their respective maps) are often predictable and limiting. I am aiming to give the Xenos as many options as possible without over-designing it; it can't be complex. And vice versa, marines should have a viable choice to use the same paths to run the Xenos down. The map includes the tight dynamic gameplay from Prison, with the style and setup of a city, like big red.

What would set this map apart from Big Red or Prison would be the connectivity of the city. The ascetics are reminiscent of Detroit, New York City in the 80's, L.A, Ect. A densely packed, decaying urban environment that promotes flanking, encircling and tight, chest to chest combat. You will not be able to setup choke points that will cut off the map from advancing. Second Floors will connect certain buildings to circumvent choke points. Walls will deteriorate over time from combat to open new paths. Its also designed with tanks and future vehicles in mind. Roads are wide to allow traffic and side walks introduce more space, making it a cozy 7 tiles wide. There are some places too small for the tank to enter to allow for the game-play to breathe. There are quick, efficient paths to unique locations like The Monument, Armory, Market Row, Suburbs, Gov. building, IMPORT/EXPORT and more. These locations will be intuitive and easy to remember. Each part of the city will be setup in sections. These sections can be divided by their ascetics where colors, props, and tiles will intuitively inform where players are. For example, the suburbs will have wide, spaced out houses, driveways, simple homes but the factory district wont have any grass, paved lots, tight factories and a lot of material around (I like what you did with Prison, very nice color coding but that wont do for a city. It should be realistic). This can be improved with unique tiles for each section (perhaps the factory district has an old deteriorated road).

I also need it to include multi-floored apartments/buildings. This is important to me because it translates "DENSELY POPULATED" to the players. This isnt a flat, country ranch outpost. This is the heart of a capital city. A lot of people could have lived here. Perhaps even one or two 4 story buildings if we can. These second floors would essentially replace the Cave system in offering protection as like a normal building, there would be only 1 or 2 ways up and down. Some buildings will have makeshift bridges across them to connect them. Some will be completely isolated. Some multi-floor buildings will have other multi-floor buildings which will allow for players to fight each other through the windows. HvH benefits from this the most but boilers, and spitters could prove effective. This would give separated shelters to defend, providing an opportunity for marines to mount "rescues" for surrounded squads as well as generally counter the overall effectiveness of Xenos. The abuse of "goose guarding" the ladders could be a problem that I'd like to prevent. Multi-floor buildings may need to have a twin next to them so players can engage other players camping the ladders.

Finally, there are "traditional" defense points that have only a few, reinforced entry points, like the Laboratory, Armory, Gov. Building, and IMPORT/EXPORT. Aiming for realism these points would naturally be designed with security and protection in mind. You would assume these places would have 1 or 2 entry points that are reinforced so they provide suitable places for players to setup Hives or FOB's

I will continue working on what I have until I think its ready and apply again with the files and pictures. I have never applied for anything over a forum besides whitelist stuff so thanks for being welcoming.

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Nicboone
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Re: Starwars10 - Mapper Application

Post by Nicboone » 29 Jun 2018, 12:53

I maintain that we would need to see your mapping work, I understand you got confused and posted thing unrelated to mapping to show competency in [website....design?], but that doesnt help us know if you are a good mapper or not.

You describe a map fine, but frankly we need to see your work finished before we can know if you can see any of it through. If you are interested, please post samples of your mapping work we can see.

I vote remains -1 unless you can show us some quality work. Sorry for being harsh- but I feel that you need to show us, not tell us. The rest of the team will respond in time, but if you want to try to change my vote, post some demonstrations so we can guage if you are a good fit.
Relax like Redax. "The fucking stupidest thing ever said by an SL"
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Lubu
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Re: Starwars10 - Mapper Application

Post by Lubu » 29 Jun 2018, 16:17

Absolutely, I can't expect you to accept me and help until I prove its worth it so I will return once the layout is finalized and given some polish. Thanks for pointing me in the right direction.

All is forgiven. Lets make some sweet maps.

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spookydonut
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Re: Starwars10 - Mapper Application

Post by spookydonut » 02 Aug 2018, 10:44

Alright I'm going to close this but you're welcome to reapply when you have some mapping examples to show.

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