For reals? lol - well, apples and oranges ![]()
Posts by 2d-chris
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Like Steppenwolf, gonna give this a shot, but never managed to get far in the other games. The open world of this has me interested. It must be really hard to try and make a single character in an RPG like this, just never been a fan of the main dude in the other games ... the world is so much bigger than this one character, seems a little limiting. Maybe I'm just too much a fan of Bioware games

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Paint and a painter! So bored of boring ivory walls

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it's just a metric, you get used to swapping about after so long doing it everyday, I for one actually like using real world units because that's what we used in Cryengine, the key is environment scale, not making a specific wall X units tall, nobody really uses an arbitrary measurement based on a texture size like the old days. You just learn metrics that matter like the height the wall should be so you don't bump your head when jumping, how wide a corridor/door needs to be etc.
The best tip for scale is to add some player models into the map for reference, which is particularly important in UT because you don't get many props that give you a sense of scale while working. A door in UT can be tiny all the way up to house sized.
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UT uses 1unit =1cm, so 100units is equal to 1m. I built this map with a grid setting of 0.5m, but my newer map is built on a 1m grid. As for the meshing process with moduals, I don't really know, you can open up Outpost23 to see the size of the wall assets to figure it out. Some designers spend a lot of time upfront measuring every solid for easy meshing, some don't. I'm somewhere in between.
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Hey Maarti, I would open some level editors of games you enjoy playing, if your not sure if they support modification just google it. Most people I know who got into game development got started by making maps/levels/missions of some kind. It's a relatively easy way to get into game development as a whole.
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Quote from BJA
I could help with turbine...I miss making turbine rooms for you
I like the open spaces and corridors you have there, looks pretty cool already. Some might need a little more cover I guess because it feels to me like snipers will have a bigger advantage in the level than the rest.BJA Ha, true I've always gotta add a turbine eh?
The snipers get countered pretty hard by the flanking elevator and corridor pretty hard right now, and players kind of float up quite fast so they are hard to hit. I've reached the limit IMO for details with BSP so when I start adding static meshes and doing art I'll give you a poke!blackdog, yeah, we are releasing themed tiling sets of assets and deco props over time, right now we have released the Outpost23 set, which is clean industrial, I think that set would work for this level. The artists build the assets, but there's no reason why a level designer can't add the assets into the maps, and light it etc.
FMPONE, yeah could do that, I'm a little worried about players getting stuck on slopes like that, might just give it a try though it would help the visuals for sure - I'm at a limit with BSP and quite frankly it's painful to work with now, until we fix it
I'm going to be rebuilding the bottom corridor first as that has some quite major gameplay implications. -
Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!
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Cheers and see you in the tournament!
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Cool - all I really want is more replay value then I'll be a happier man, first was still a freaking good game though
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Either, you can change at a later time in your career if it's not moving in the direction that keeps you interested/excited.
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I found the train jam in my case was actually a bug where I destroyed a road crossing and converted it into a bridge, the game never cleared the existing trains until I rebuilt a big part of the track, that seemed to fix this.
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it's a razer deathadder and the razer stealth keyboard
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pretty much completed my workstation, found myself making maps at home again, using UE4 with one monitor is tricky, so just got another of my nec monitors, all calibrated a perfectly matching, hmm, looks good
also bought a new keyboard and mouse, was using a very oldschool one before, these mechanical keyboards are awesome.[Blocked Image: http://i58.tinypic.com/344cax4.jpg]
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This game still looks so awesome
Cool map, I think AOE1 editor was my first level editor ever 
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I'd defo texture that with really bright painted surfaces, looks awesome already

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Get it into the new UT, and slap it on the forums for feedback

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Is this for UT4 or UT3? If it's still for UDK I'd recommend converting it, or rebuilding it for the new game if you want feedback. From what I can see it's pretty neat, but the proof is in the pudding and actually playing it. The new game supports bots already so it's easy to get a feel for your map when it's in early days.
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The corn one is great, like the rest also, nice one!
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