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Posts by 2d-chris

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • 2d-chris
    • May 28, 2016 at 9:34 PM
    Quote from Mangley

    On 27/05/2016 at 5:42 AM, Mangley said: Really good video Nato!

    Does anybody know if the rounding errors in the current editor are a concern at all? I'm not greatly familiar with how UE4 optimizes and rotating actors really bugs me and I want to manually input every rotation value even though it's a terrible waste of time to do that. I'm guessing we just have to put up with it and there isn't any kind of fix until the next version.

    Ignore it. All engine suffer from this, for some reason we show it :P

  • Overwatch

    • 2d-chris
    • May 27, 2016 at 5:53 AM

    mattdamon#2379

  • What's going on with your life?

    • 2d-chris
    • May 26, 2016 at 3:44 AM
    Quote from Vinca

    On 23/05/2016 at 11:44 PM, Vinca said: Very down in the dumps as of recently, I have no job as though i'm searching for anything to fill that void and i'm building my portfolio and resume to become a better level designer so i can find a position as a level designer in the future. Every day I feel i'm not putting enough effort in as a level designer as my parents say I don't put enough effort in as a level designer and want me to find a part time job so i can pay off my debts. Its very hard, every day I dream about becoming a level designer but I feel like i'm one step further from becoming a good designer. I lost my girlfriend because she thinks I won't find a sustainable job and she thinks i'm good for nothing, and every day i hope everything will get better but I just end up hoping for nothing. I don't expect any pity. I deserve it, whether or not i truly do or not but i hope things get better from here, I want to work for a triple A company and make a living for myself so i can make my parents proud, but deep down I want to make myself proud. Knowing i went from a gameplay programmer as i studied in school and learned to create and understand maps as a level designer. For anyone who listened and felt no empathy, thanks for listening, hopefully i only improve from here.

    there's nothing wrong with getting a part time job to pay some bills while you keep moving forward with your dreams, the important part is you don't stop putting in the effort to get there. When I was 18 I'd spent a few years working at a hardware shop, it's safe to say that time encouraged me to apply for a job in the games industry

  • Overwatch

    • 2d-chris
    • May 24, 2016 at 9:43 PM
  • Overwatch

    • 2d-chris
    • May 24, 2016 at 9:05 PM

    http://overwatch.gamepedia.com/Maps

  • Overwatch

    • 2d-chris
    • May 24, 2016 at 7:31 PM
    Quote from Minos

    43 minutes ago, Minos said: https://gfycat.com/ConstantBreakableImperialeagle

    ha that part of the map has caused some amazing gameplay D: as a main Lucio player, that area pleases me.

  • Overwatch

    • 2d-chris
    • May 23, 2016 at 7:40 PM
    Quote from Tisky

    Just now, Tisky said: No. Tomorrow is the day. Fucking europe and timezones. [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_sad.gif]

    Just enough time to fly to America then!

  • Overwatch

    • 2d-chris
    • May 23, 2016 at 7:21 PM

    guys, today is the day ....

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • 2d-chris
    • May 16, 2016 at 10:19 PM
    Quote from FACH

    57 minutes ago, FACH said: It was coocked for 40 minutes! Oh Holy Vandora! Where is the time when map`s size was 4-40 kb and "build all" lasts ~100 seconds?

    FYI - the cooking process is only used externally (for modders, mappers etc) we don't use it on the dev team, the actual map building is quicker than ever, cooking the resources automatically is not something most games even allow you to do, so even though it's far from optimized, normally you'd have to carefully add every single file yourself, which takes considerable time and is prone to errors.

    Additionally, the game and engine is very much in progress, which makes working it a lot harder, and it surfaces all the kind of issues that developers have to deal with that are usually invisible when working on games with only minor updates every now and then. Developers slow down fundamental changes the closer a game is to completion or post launch patches/updates because of the knock on effect to custom content, right now, your all in the thick of it, which I consider great experience, developing games is frustrating and hard for all the reasons you are not expecting.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • 2d-chris
    • May 16, 2016 at 7:21 PM

    Thanks for working around these issues, I've reported them to the UT devs.

  • Overwatch

    • 2d-chris
    • May 14, 2016 at 4:38 AM
    Quote from Pampers

    8 hours ago, Pampers said: I didn't even test all the heroes in the beta lol, just sticked to the ones I got frags with

    that strat doesn't work for that long. you get pretty owned if all you do is hunt kills (I ended up playing support most of the time, got sick of ppl chasing playing of the games all the time and losing because of it :P Sure, it works when your playing newbs, but it's safe to say the game is beyond that.

  • Uncharted 4

    • 2d-chris
    • May 12, 2016 at 5:20 PM

    I'm waiting for the new PS4 that will support the new 4k bluray (I assume), then I'll play the hell out of this :D

  • Approaching the Unknown (aka Interstellar 1.5)

    • 2d-chris
    • May 11, 2016 at 10:37 PM
    Quote from Seldoon182

    On 5/10/2016 at 1:18 PM, Seldoon182 said: Though Mark Strong was a porn actor

    think you got mixed up with mark long

  • Overwatch

    • 2d-chris
    • May 10, 2016 at 7:54 PM

    hopefully competitive play will solve a bit for that, at least it should make random quick play a bit less toxic D:

  • Overwatch

    • 2d-chris
    • May 10, 2016 at 6:23 PM
    Quote from Wrakke

    2 minutes ago, Wrakke said: For some reason I'm still able to play? I thought the free beta ended yesterday.

    I think you're the one!

  • Overwatch

    • 2d-chris
    • May 10, 2016 at 6:07 PM

    this is great

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  • Level Design Portfolio Requirements?

    • 2d-chris
    • May 4, 2016 at 6:36 PM

    Hey, it's useful to look at other level designers portfolio as a guide, see what you're up against. Ps, don't look at mine, well sure, you can, but I've not updated it in many years.

  • Overwatch

    • 2d-chris
    • May 3, 2016 at 3:55 AM
    Quote from DrywallDreams

    2 hours ago, DrywallDreams said: Does anyone else feel like the matchmaking is against them? Like I've won a single game, lost like 5.

    if your new your probably getting schooled by players of the closed beta, like myself :P tons of fresh meat in the game right now getting ripped a new one.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • 2d-chris
    • April 28, 2016 at 9:16 PM
    Quote from blackdog

    6 hours ago, blackdog said: Hey thanks for the tips and a commentary version would be welcomed.

    When I first watched it the other day, I was thinking that this is the way I always saw mapping on Unreal tech is... the subtractive approach works the way I remember reading in the tutorials when I was mapping for HL... just at the time it is my understanding that every room had to be subtracted first: I remember some friends working on UT used to say "UT is better because you can't get leaks".

    Now both approaches are valid, guess smart choice to make it easier for people that are used to other tech. Anyway, something that I don't remember being addressed even in the basic tutorials Epic has posted on YT... the grid doesn't seem to matter as much: when resizing brushes the size is not displayed, and any video I've seen sizes seem to be eyeballed, contrary what many are used in Source that "basic room height is, basic set of steps is" etc. Is it something that is addressed when beautifying?

    In specific to your video I noticed that at the very beginning when you are creating the very first spawn perch, you subtract a brush, then instead of resizing it you just clone that brush. Dunno if I missed that you then resize and eliminate duplicates but I was thinking that doing so is annoying at later stages if you want to alter sizes. I ask also because in "the corridor project" tutorial videos I bought, the tutor creates a wall of a certain size and then duplicates it saying "I know the prop that will replace the wall is going to be of this size".

    Last silly question: funny name for the map, is that final or working name? :D

    Stick to a 1m grid, it's very easy to measure by simply adding a new bsp box (default is 2m) and work from there. There is no need to copy an assets multiple times and then convert into a single one, only advantage of that is the automatic bsp update feature can get a bit laggy if you have too many separate parts, if it's a huge area made with duplicates of a subtractive brush, it pays to convert them into a single one, just so the map stays a bit cleaner to work with down the line. We have metrics map for gameplay scales, sometimes you gotta move down to 50cm grid, because jump up onto something is 1.5, just keep remembering to move back to 1m after you've worked on that part.

    It can be advantageous to use groups/prefabs or the same bsp brush over and over, it will definitely make meshing easier. UT levels are not 100% custom but are built modular with kit jamming.(some exceptions are made)

    Name is a joke, it's now called CTF-LostTomb but that will no doubt change if the map ever gets finished. It's just a name ;P

  • Overwatch

    • 2d-chris
    • April 28, 2016 at 9:07 PM

    Sure why not, it's pretty good for quick work, really doesn't matter how you make them at that point, so long as you keep the detail low.

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