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Posts by 2d-chris

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

    • 2d-chris
    • April 27, 2016 at 2:02 AM
    Quote from Sigma

    8 hours ago, Sigma said: Just a question regarding the Showdown game type -- is there any kind of requirement that every weapon be available in the level, or can a weapon have a select set of weapons that the creator feels better matches the level in the showdown gametype?

    Experiment, not every level needs every weapon/pickup

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

    • 2d-chris
    • April 26, 2016 at 4:47 PM
    Quote from clankill3r

    1 hour ago, clankill3r said: Damnit, I just moved to another house and I have no internet. I only saw about the contest today :( Which is a bit late.

    I've made a complete ctf shell in a little over a week ;) you can do it. I did 3 hours a day, everyday. The real hard work will be the meshing, now that takes time.

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

    • 2d-chris
    • April 21, 2016 at 6:36 PM
    Quote from Vilham

    10 hours ago, Vilham said: It says private video chris

    Opps, forgot to hit publish ^^

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

    • 2d-chris
    • April 21, 2016 at 3:42 AM

    @blackdog here you go, I'm going to be working on this for a while so probably won't get the entire thing done before the phase 1 ends, so here is the first 3 hours. Final video I will probably give some commentary and music goodness, at this rate it will be about 4-6 hours of video at this speed.

    Presenting, the birth of ctf-mattdamon

    https://www.youtube.com/watch?v=Gzw7AWhCJjc

  • Playstation 4

    • 2d-chris
    • April 21, 2016 at 3:35 AM

    I will buy it, don't have a console right now, but I do have a 4k TV, was waiting for the ps4 to support it, so I'm happy, it was planned to have a new 4k blueray format last year but it was delayed, includes support for a new colorspace which i'm particularly excited about.

    Edit, Ok, I see it just got released, not much hype yet then, not surprising :D

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

    • 2d-chris
    • April 21, 2016 at 1:30 AM

    Showdown overview

    External Content www.youtube.com
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  • TSD-Metro : UT4 contest [WIP]

    • 2d-chris
    • April 20, 2016 at 5:00 PM

    I'm actually recording myself working on a new UT CTF shell, recorded every second working on it, so far it's about 12 hours of content, going to speed it up 500% which should mean its somewhat understandable and you can see what madness I get up to, my technique is pretty different than the usual working with to, side and front, I work 99% in perspective.

    Might upload the first hour tonight, if it will be of help.

  • TSD-Metro : UT4 contest [WIP]

    • 2d-chris
    • April 17, 2016 at 10:08 PM

    When you get into subtractive geometry method unreal is stupidly quick, but it really depends on the type of level your trying to make. What I see above is definitely additive heavy.

    Looks like an interesting start!

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

    • 2d-chris
    • April 17, 2016 at 4:47 PM
    Quote from kunalht

    1 hour ago, kunalht said: Hey guys!! I finished blocking out my map but I'll change many things later like adding (rocks,trees etc) or changing size of some houses in my map and also I'll change some pickup placements (or add extra pickups) .

    So should I submit it now for phase 1 and then can I change things that can affect gameplay later? Is it alright?

    Phase 2 result might be different then phase 1?

    Levels never stop changing, the idea phase 1 is to allow you to share your design if an artist wants to help, you can start detailing when ever you like.

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

    • 2d-chris
    • April 15, 2016 at 10:13 PM
    Quote from BRANDOOM

    5 minutes ago, BRANDOOM said: Hey everybody.. I'm brand new here.. literally just signed up. I'm going to do my best to take part in this competition.

    I was looking around for an answer to my question but couldn't find anything. What has to be included in the level? I was wondering if someone could list these out for me.

    Much appreciated!

    what you need should be in here, https://www.dropbox.com/s/fkc1hweebknvlyr/Showdown.pdf?dl=0

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

    • 2d-chris
    • April 15, 2016 at 5:20 PM

    In my book there is nothing wrong with having multiple submissions, within reason. The real proof is the pudding, aka a completed level.

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

    • 2d-chris
    • April 12, 2016 at 8:22 PM
    Quote from Vilham

    43 minutes ago, Vilham said: I'm going to be using outpost assets for sure. I am going to attempt to make a futuristic looking setting while maintaining some relatable locations, think mirrors edge and Deus ex. I can appreciate that there aren't many artists. Part of my problem with the current aesthetics is that I don't remember (I'm sure there are a few) levels that were Gothic, the memorable ones to me were things like Morpheus, the vehicle repair shop, the sky scraper one, facing worlds, the giant sub bay, etc. The current levels feel very quakesk

    We have a finished facing worlds in the game already ^^

    @blackdog we don't have the assets to art the level yet, and it would be a complicated/technically one to do, all be it fun. It'll happen eventually.

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

    • 2d-chris
    • April 12, 2016 at 5:24 PM
    Quote from Vilham

    3 hours ago, Vilham said: Honestly I feel that is the biggest problem with it at the moment nearly all the finished maps are generic castles with nonsense layouts, UT wasn't really like that, quake was what had those kinds if levels. I definitely feel my level lacks some trick jumps and lifts, going to see how I can fit them in without completely fucking any aesthetic.

    I'm not sure I fully agree, the original game had a ton of random environments that made no to little sense, that's UT. What ever comes across as exciting and over the top is good in my books. There is an entire futuristic set too, with a bit of creativity you can make it look different too, I made this recently using Outpost 23 assets,

    We only have two environment artists on UT, so at this point it's about getting the biggest bang for buck out of assets so naturally things will look a bit "generic" normally you'd have at least 8-10 environment artists and a lot more time - Right now its about being as creative as possible to make the most of what we have, which is a part of the challenge.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

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

    • 2d-chris
    • April 11, 2016 at 2:00 AM
    Quote from NATO

    1 minute ago, NATO said: Chill is a better example for size; it's about 10k square and works really nicely for TSD

    Sup dude! Welcome to the Core.

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

    • 2d-chris
    • April 11, 2016 at 1:57 AM
    Quote from Vilham

    2 hours ago, Vilham said: Whitebox is coming along but I think my scale might be off, have already scaled it down vertically but think my x,y might be too large as well.

    Although checking outpost 23 its 9000x9000 which is only slightly smaller than my 9000x12000

    Outpost is the very smallest I would go, we also scaled the players by 15% after it was made, so it feels even smaller. You can play with bots, then then set the game speed mutator to really slow, will help you judge scale at least when it comes to how big/small other players are.

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

    • 2d-chris
    • April 9, 2016 at 3:31 AM

    It's probably caching tons of shaders, it shouldn't take that long once things are loaded. Probably worth opening the official maps, then starting a shell :P We also support different gfx specs for the editor, can try lowering them in the settings panel. I don't think the editor is that demanding, but then I do have a pretty powerful pc at home and work. I have noticed the UT editor takes longer than other projects to load, but not in a way that was ever a deal breaker for me.

    Make sure to turn off auto navmesh updating, this can be frustrating, and I also noticed having blueprints tool open is actually really demanding, so closing tools your not using will help.

  • Star Wars

    • 2d-chris
    • April 7, 2016 at 6:58 PM

    looks good, but uhhhg another deathstar ;P

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

    • 2d-chris
    • April 7, 2016 at 1:54 AM

    :( save, save and always save. I'm a saveaholic these days

  • Overwatch

    • 2d-chris
    • April 5, 2016 at 1:49 AM

    Love it these days with all these dev blogs, can learn so much. Netcode is such a voodoo subject, it's great to hear people sharing their specialist knowledge on the subject.

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

    • 2d-chris
    • April 4, 2016 at 8:15 PM

    I'll be looking at this thread several times a day to help out! I know my way around the UT editor pretty well, so don't hesitate to ask if you need assistance.

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