1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Advice needed BSP or Static Mesh?

  • manhuntworld
  • September 5, 2010 at 5:27 PM
  • manhuntworld
    • September 5, 2010 at 5:27 PM
    • #1

    Hi guys, going to be working on a Mod soon, its basically going to be a sandbox style mod using UDK but what I need to know as the level design or your recommendations is for the buildings in the level, should I be creating them in the editor using the builder brushe with custom some custom geometry editing to make the buildings or should i create the actual model in 3ds max and import it as a static mesh?

    baring in mind that most of these building are going to be interactive, so the player will be using them for cover and just generally walking around inside the environment.

    any advice on this would be greatly apprieicated

    thanks.

  • AlexM
    • September 5, 2010 at 7:01 PM
    • #2

    if you take a look at the example map that comes with UDK you can see that a huge portion of it is static meshes. It should give you a pretty good idea.

  • manhuntworld
    • September 5, 2010 at 7:05 PM
    • #3

    Yeah i thought as much. well guess i better get modelling then lol.

    cheers.

  • sarge mat
    • September 5, 2010 at 7:18 PM
    • #4

    Yep when it comes to Unreal BSP not not visible that often. Its all about using mesh's to make bigger structures.

  • Aalexanderrr
    • September 5, 2010 at 8:55 PM
    • #5

    It highly depends on a style you are going for. If you are doing something simplistic, correct choice would be BSP. If you want something complicated, go for Static Meshes although I'd say brushes with good normal \ shiny mapped textures would look the same for the most part.

  • Steppenwolf
    • September 6, 2010 at 11:11 AM
    • #6

    Take a look at the modular set that Minotauro was working on. That's the future. The example maps in UDK look good but they are a few years old now and you can tell the heavy use of meshes was something new for them. Too many tiny meshes in odd sizes and shapes. If you go that same route it will cost you much more time.

  • manhuntworld
    • September 7, 2010 at 3:01 PM
    • #7

    thanks for the input guys. it really helped me

  • Serenius
    • September 7, 2010 at 9:53 PM
    • #8

    Always, always, always build as much as you can in BSP while prototyping, and replace as much of that BSP as you can with static meshes once you're done polishing gameplay and have moved to the visual passes.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™