Posts by RaVaGe
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Since when did they introduced that 4 blend option ? That's owsum.
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Fuck that's close ahaha
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I will, the layout is already blocked out, now I have to detail the whole map, so expect it for 2016

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Damn dude you're crazy, if it was me I would call an excavator and start from scratch. When I see those old walls it freaks me out
, anyway, good job, I know how hard it is to renovate something and to keep it up until the end ! -
Introduction :
1. How level design evolved throughout the years.
2. Where it is now.
3. What are the softwares available now and what are their strong/weaks points.
4. What is the main goal of a level designer, and where is the boundary between LD and art.
5. The importance of knowing the gameplay of the game you are working on.
6. The importance of storytelling.
7. The differences between multiplayer/single player.
The important points for a LD :
1. The pacing.
2. The sense of scale.
3. The storytelling.
4. The verticality.
5. How to emphasize the objective.
The creation of a level :
1. Defining where are you going.
2. Creation of the first sketches.
3. The first blockout.
4. The importance of testing and getting feedback.
5. Iteration.
6. Lighting and catch the player's eye
You should make something clear, where every new informations are a continuation of what you are explaining. Good luck.
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It looks really flat and the colors are pretty bland, common man it's a forest, you can make it way more beautiful if you add a lot of nice colors and a nice lighting that go trough the leaves.
You should also work on a 'focus' point in your scene, putting some random shots of a forest isn't interesting, make something like a really hold barn, an antenna station, a waterfall, idk, but think about a central piece, and work around that, with a nice landscape behind, it will looks amazing. If you are making a scene, always think about a story behind your pictures.
[Blocked Image: http://www.waterfallsmontana.com/media/crow_creek_falls_1.1.jpg]
[Blocked Image: http://24.media.tumblr.com/tumblr_mdnhxe2vBZ1r0b2fgo1_500.jpg]
[Blocked Image: https://s-media-cache-ec0.pinimg.com/236x/77/c4/cd/77c4cd0648ced29229fac3e25a9b13d7.jpg]
[Blocked Image: http://insidejamarifox.com/wp-content/uploads/2014/10/tumblr_n3e0m5SiRi1shfgjao1_1280.jpg]
[Blocked Image: http://fc07.deviantart.net/fs71/f/2012/295/d/3/mountain_forest_by_kittysyellowjacket-d5iklqw.jpg]
So please, add some colors already.
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Quote from 3Dnj
Yeah, don't want to trash this
And i will probably continue some other, I really have fun making maps for TF2Collab ? Dude collab ? COLLAB ???? Yes ?????
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The T-Junctions are kinda weird, the purpose of a t-junc is to tell how vbsp will cast the shadow on a world brush, you have to make some test before finding the problematic brush, sometime splitting the big brushes into two parts can also help, good luck with that, I had to cope with them on my latest map, and it's not fun.
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You have four options :
- 1 Move from 1 unit the func_detail, like that it won't touch anymore the world brush.
- 2 Use propper to convert some func_detail.
- 3 Ditch some func_detail.
- 4 Convert the world brush to a func_detail if you can.
The issue isn't really the amount of func_detail you have, but how many are touching a world brush, if you have a world brush wich have a lot of func_detail on it, the amount of T-Junction will grow pretty fast.
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Gibe the bsp to ravage pls gibe it to me.
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Congratz to everyone, HURG is proud of you.
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60€ are you fucking kidding me.
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I'm calling the cyberpolice right now Killertomato.
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