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  3. Vilham

Posts by Vilham

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

    • Vilham
    • April 28, 2016 at 9:36 PM

    The only problems I have had with working with bsp which is much the same in source is working on anything but a 90 degree grid.

  • [Unreal Tournament 4] DM-RadioActive

    • Vilham
    • April 25, 2016 at 6:25 PM

    On the sections without any snow, I think it needs a thin layer still. It looks really jarring right now having snow up against a building under an overhang but no snow on the actual walkway.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 1 Submissions

    • Vilham
    • April 25, 2016 at 4:06 PM

    Full name: Will Josephy

    Nick name: Vilham

    Map name: DM-Fall (may change in future)

    Download link: https://drive.google.com/open?id=0B9Y7E…eU1kRnRCLXhtS0U

    I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).[/i]

    Will be updating more but thought I would place the link now so even if I forget I have something entered. Still not sure if I have the scale correct or enough mobility via connectors but hopefully that will get highlighted in the playtest.

    Update - Updated the map a bit, used shell materials, its now actually quite dark inside, the layout overlaps a lot which isn't great for the 2d view but that's not really something i can do anything about. Would like to have spent more time but I am away for the next 4 days.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • April 25, 2016 at 12:39 AM

    More WIP, level atleast works, don't know if that means it plays well though, seems easy to evade when it gets down to the last player on either team.

    [Blocked Image: http://i.imgur.com/hsv3084.jpg]

    [Blocked Image: http://i.imgur.com/YraYO6r.jpg]

    [Blocked Image: http://i.imgur.com/ij8phsy.jpg]

    [Blocked Image: http://i.imgur.com/gXcwk4e.jpg]

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

    • Vilham
    • April 21, 2016 at 8:24 AM

    It says private video chris

  • WIP in WIP, post your level screenshots!

    • Vilham
    • April 20, 2016 at 11:43 PM

    My first whitebox for the contest is nearly done, not entirely sure about it tbh, hence why I created a second layout that I think will be better. Still needs pickups and some skill jumps adding.

    [Blocked Image: http://i.imgur.com/GNFAO3k.jpg]

    [Blocked Image: http://i.imgur.com/jbEdkBM.jpg]

    [Blocked Image: http://i.imgur.com/NbQsrfa.jpg]

  • Hitman - World Of Assassination

    • Vilham
    • April 19, 2016 at 4:05 PM

    So I don't really get this game, is it actually out and is there a story?

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

    • Vilham
    • April 18, 2016 at 7:07 PM

    Yes, its expected that your design will evolve following the feedback from stage 1.

  • Mirrors Edge Catalyst

    • Vilham
    • April 18, 2016 at 2:52 PM

    Looks pretty awesome, definately looking forward to it, played the hell out of the first one. Only issue is with the post processing they are doing, far too much noise makes the game look a bit shitty. Once again the architecture of the buildings is awesome, massive respect to whoever managed to turn obvious gameplay focused blockouts into realistic looking locations.

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

    • Vilham
    • April 16, 2016 at 1:27 AM

    Yeah I'm talking two layouts and then after feedback deciding which one to continue with.

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

    • Vilham
    • April 15, 2016 at 3:59 PM

    Sprony we allowed multiple entries at all? Going to try to fix my current layout, and then try another that has a similar theme but smaller spaces.

  • Doom (4)

    • Vilham
    • April 15, 2016 at 1:54 PM

    So played a bit of the beta.

    It's not great tbh.

    A mix of halo and quake, which is failing to be better than either.

    No dedi servers has lead to 150+ pings every single game I have played.

    Loadouts is just a terrible choice, it completely messes with the flow and the whole adaptability of each weapon to different circumstances.

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

    • Vilham
    • April 14, 2016 at 11:33 AM
    Quote from WarpSpasm

    30 minutes ago, WarpSpasm said: there is a map scaler tool on the UT forums well worth using will save you alot of time to get a scale that feels good to move around in...

    I'll definitely check that out when i get home. For anyone else:

    https://www.epicgames.com/unrealtourname…ighlight=scaler

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

    • Vilham
    • April 14, 2016 at 9:25 AM

    Level still feels too large, have some spaces about 2000x3000, and they feel massive, but they aren't much larger than areas in the example map.Makes me wonder if it's due to the default fov in editor being 90. What's the fov in the normal game?My lack of experience with the new game is definitely making it hard to get a good feel for scale and metrics. I remember old school ut having very large open spaces in areas, whereas all the new maps I look at seem smaller.Just notice my map is remarkably similar to dm-liandri in scale infact, but seems off in ut4 for some reason.

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

    • Vilham
    • April 12, 2016 at 10:18 PM
    Quote from Sigma

    7 hours ago, Sigma said: This is definitely the case, but people should feel free to pull from DM_Outside for some sci-fi elements if they are not producing their own meshes for the level. Also keep in mind that not many people are working on environments so much as there is a crazy amount of people creating levels - so I think kit-bashing is going slower than perhaps is normal? Personally, my level aesthetic design will be closer to the "castle" type designs, but not quite the same, simply because that is what I have been studying recently for architectural inspiration and 3D mesh work in my spare time. However -- having said that -- there are definitely ways to make it "Unreal", even with a castle style theme (e.g., floating assets, glowing assets, steammpunk style with protruding pipes and electrical cables off of castle like structures, etc . . .). Free your mind!

    I'll have to check out dm_outside.

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

    • Vilham
    • April 12, 2016 at 7:37 PM

    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

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

    • Vilham
    • April 12, 2016 at 1:20 PM

    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.

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

    • Vilham
    • April 11, 2016 at 6:37 PM

    Read the FAQ it explains that it is generated from the nav mesh.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • April 11, 2016 at 3:04 PM

    You part of the team on that? D-day map needs its crossfire on the beach fixed, far too easy to camp left or right bunker and just shoot across under the cliffs, a little more complexity to the length of the cliff rather than a straight line would go a long way to fixing that.

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

    • Vilham
    • April 11, 2016 at 1:58 AM

    Are the metrics on the example map up to date? They are what I was going off, not that I have many corridors, its a large multi-layered area at the moment, which is why i worry it might be too open.

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