Sol - Developer Application - 1/18/2019
Name (Steam Name): Sol
Tell us about yourself: I am an 18 year-old Political Sciences student in San Diego with an interest in source games and Hammer.
What role are you taking?: Mapper
Please describe your experience in the field relevant to the role you're applying for: I'm part of a team making a game in the Source Engine based off RPC, a creative writing community similar to SCP (but not really, and I don't have time to explain for hours as to why they're different). The game in question will be an FPS, and may be multiplayer or singleplayer as it develops. In this project, I've collaborated with another person on my team, Person (Yes, that's his name). Together we focused on creating a set of maps for the game, including a beta of Site-009, a prison in RPC's universe located in a pocket dimension, which I will include screenshots of at the end of this application.
Why do you want to become a developer for Revival? (One Paragraph Min.): I want to become a mapper as I feel that I can fine-tune my skills with hammer, and take care of the petty nuances and just plain bugs that I find on maps, Particularly SCP's, which (particularly v6 and the v7 original maps) were terribly optimized, particularly on the surface, where one could find countless seam after seam after seam leading into the void (which would've caused a map leak, but rather than the maker fixing the error it appears that the maker just forced the skybox around the entire world, creating undersky and making noclipping staff on duty get seizures just while trying to do their job), and for some, even massive frame drops and crashes, with some people needing to use Garry's Mod's pov color alteration in order to simply be able to have a very signifigant tactical advantage on the surface: The ability to actually see in front of you. While this was fixed in v7, crashes were still paramount, and now we're on the current map, which is fine in regards to optimization, but I've still noticed floating trees, floating rocks, and Minecraft Geometry in the surface corner diagonal from the off-site zone, which, while not directly affecting gameplay, it's still enough for the clever infil to prone under a rock and hide, or a sniper to get under a tree for the ultimate headglitch, as well as the surface generally using recycled textures.
What can you bring to the development team?: As a mapper, I can bring a positive mindset to Revival, as I've heard plenty a story about stingy mappers refusing to fix mistakes or bugs, leading to a ban from the Community and (most importantly to the userbase) almost nothing getting done to fix the issue at hand.
Any extra information please add it here:
Here are some screenshots of the beta Site-009:
In Hammer Editor
In-Game (Source SDK 2013 Base MP)
EDIT: For some reason my screenshot decided to copy the leftmost side of the 4th screenshot onto all others. This appears to be a bug with my capture program, and isn't what the map actually looks like.
Name (Steam Name): Sol
Tell us about yourself: I am an 18 year-old Political Sciences student in San Diego with an interest in source games and Hammer.
What role are you taking?: Mapper
Please describe your experience in the field relevant to the role you're applying for: I'm part of a team making a game in the Source Engine based off RPC, a creative writing community similar to SCP (but not really, and I don't have time to explain for hours as to why they're different). The game in question will be an FPS, and may be multiplayer or singleplayer as it develops. In this project, I've collaborated with another person on my team, Person (Yes, that's his name). Together we focused on creating a set of maps for the game, including a beta of Site-009, a prison in RPC's universe located in a pocket dimension, which I will include screenshots of at the end of this application.
Why do you want to become a developer for Revival? (One Paragraph Min.): I want to become a mapper as I feel that I can fine-tune my skills with hammer, and take care of the petty nuances and just plain bugs that I find on maps, Particularly SCP's, which (particularly v6 and the v7 original maps) were terribly optimized, particularly on the surface, where one could find countless seam after seam after seam leading into the void (which would've caused a map leak, but rather than the maker fixing the error it appears that the maker just forced the skybox around the entire world, creating undersky and making noclipping staff on duty get seizures just while trying to do their job), and for some, even massive frame drops and crashes, with some people needing to use Garry's Mod's pov color alteration in order to simply be able to have a very signifigant tactical advantage on the surface: The ability to actually see in front of you. While this was fixed in v7, crashes were still paramount, and now we're on the current map, which is fine in regards to optimization, but I've still noticed floating trees, floating rocks, and Minecraft Geometry in the surface corner diagonal from the off-site zone, which, while not directly affecting gameplay, it's still enough for the clever infil to prone under a rock and hide, or a sniper to get under a tree for the ultimate headglitch, as well as the surface generally using recycled textures.
What can you bring to the development team?: As a mapper, I can bring a positive mindset to Revival, as I've heard plenty a story about stingy mappers refusing to fix mistakes or bugs, leading to a ban from the Community and (most importantly to the userbase) almost nothing getting done to fix the issue at hand.
Any extra information please add it here:
Here are some screenshots of the beta Site-009:
In Hammer Editor
In-Game (Source SDK 2013 Base MP)
EDIT: For some reason my screenshot decided to copy the leftmost side of the 4th screenshot onto all others. This appears to be a bug with my capture program, and isn't what the map actually looks like.
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