You might've pressed the key to hide terrain. Click the little dropdown arrow in the top left of the viewport and go to show > reset to defaults and see if it comes back. Try that first if you ever find that something is missing in UDK, since the "Hide all things of type X" hotkeys are all over the keyboard and its easy to press one on accident.
Posts by TarrySruman
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Its a pretty hilarious concept, but I'll have to see how they make it fun.
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If you want to make levels for any Valve game (Left 4 Dead, Counter Strike, Team Fortress 2, Half Life 2, Day of Defeat, Portal, Alien Swarm) you'll use Hammer. Depending on the game, Hammer is accessed through the tools tab on Steam, or by running an exe from the game's folder.
There are other editors for other games (GtkRadiant for older Quake-based games and Call of Duty, UDK for Unreal Tournament, Red Orchestra, and countless others, the Cryengine SDK) but making something simple for Half Life 2 in Source is probably the best place to start.
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Elaborate more on the pages for your levels and make the pictures much bigger. Right now you click on a map and get a thumbnail-sized screenshot and half a sentence explaining what it is.
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Wow, that looks pretty sweet. I'll have to try this mod.
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Yeah that fenced in area was pretty dumb. Shooting through fences is bad since the big particle effect makes it nigh impossible to tell if you're hitting anything, especially when the target is far away and the fence is right in front of your face.
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I put feedback in the maps' threads, but oilrush doesn't have one so I'll stick it here:
The map's a lot less convoluted than I expected based on the screenshots, which is good, but the action is still a bit scattered. Like a lot of people said during the test, the jumps are hard to make and not always obvious, so the catwalks are hard to use. My biggest complaint is the sightlines. There are a lot of narrow, cross-map sightlines scattered around, especially from the catwalks. Getting shot from the opposite end of the map through a 5 inch wide gap sucks. Really fun though, some more versions and it'll be something great I think.
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I played this in today's test, and my opinion was mixed. Bombsite A was pretty much a carbon copy of Dust II B, which was lame. I liked bombsite B though. The area between T spawn and B was fun, as was attacking B through mid. However, going between the bombsites was confusing and the double doors on the approach to A were really sniper-friendly and frustrating if the CTs rushed it. I think the biggest problem is that the areas are kind of convoluted and annoying to navigate. You've got a lot of weird angles and complex networks of stairs that are really hard to navigate in combat. Someone said it felt like you made things convoluted to over-aggressively cut sightlines, and I think I agree with them.
Lots of promise though, keep working on it.
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Based on today's playtest, I'd say it needs a lot of work. There are way too many paths. Wherever you are, you can get attacked from pretty much any angle and its super frustrating. Mid is especially susceptible to that, since you can get shot from both side routes, the windmill, the lighthouse, the middle stairs, and the canal. All the long, hidden flanking routes make that a lot worse. Also, getting to the crane point (cant remember if it was A or B) as CT is annoying. Don't make me do a bunch of jumps just to get to the bombsite I'm supposed to defend! I would say you're better off doing a major redesign but I guess you could just get rid of the windmill and the lower flank path from T spawn and then make some minor changes to the other points.
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It doesnt look like anything but damn it looks really cool
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Those catwalks look hella confusing. Make sure the routes are clear enough for people to know where theyre going
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John F Kennedy has such inspirational quotes
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The jagged bumps on the ground are really ugly. Smooth that out and put some of those polys to use on those boxy rocks on the bottom left.
The house looks great though.
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The outdoor desert environments are jaw dropping
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Looks a lot nicer than the first version, good job
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ITT: Mapcore makes some guy feel way better about himself
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I've taken a few classes at my local community college. There are some great classes there for learning 3D stuff. Since its in an area with a lot of film/game/TV industry most of the teachers are actively employed doing the things they teach, and just teach classes on the side. It's pretty great because it's ridiculously cheap and the teachers are extremely knowledgeable if you ask questions.
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[Blocked Image: http://puu.sh/3lPrz.jpg]
Yeah I put things on my desktop, come at me bro