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Posts by FRAG

  • Post Your Pic Extravaganza

    • FRAG
    • March 1, 2015 at 8:34 PM

    Now why didn't I think of that, I'll have to pop down to the hardware store when I'm out of hospital

  • Wall Worm Wants YOU and your pretty maps

    • FRAG
    • March 1, 2015 at 6:51 PM

    That's fair enough then


    I really do like WW, I remember you posting about it on the WOLD forums a while ago and being impressed, I just can't see myself picking up Max (especially as it's been years since I was a student) and trying to use it though.


    I'll be watching out for any content made with WW in the future, and who knows, maybe one day I could give it a go.


    All the best

  • Wall Worm Wants YOU and your pretty maps

    • FRAG
    • March 1, 2015 at 6:28 PM
    Quote from shawnolson

    Pay to Play isn't really an issue. The majority of students and hobbyists can get Max for free directly from Autodesk Education Center. The hurdles I generally face are lack of education. The internet likes to regurgitate untrue facts forever. I still see people say that you can't use Max for Source levels or that there is no SMD exporters for Max 2015, etc. Apparently, the skill to use Google is only learned by people older than 30.


    And with that last part, you lost me, sorry but now you're sounding off untrue facts.


    It's great you've done this and yeah you really believe in your toolset because you have a passion for 3DS Max, but we all use the Hammer editor, it's what we have learnt to use for years to craft our worlds, if someone has prior knowledge of Max then I'm sure they will be interested in WW as it does look really useful, but you will find that is not the majority, I should know, I've been floating around for 13 years myself and all I ever saw was XSI or blender being the go to tools for hobbyists as they didn't cost anything above maybe a pint to a mate to get it all working for you.


    Keep up good the work on WW.

  • Besiege

    • FRAG
    • February 26, 2015 at 11:44 PM

    I watched a video about Besiege two days ago, I love the assets, the style looks really nicely done and gives off a certain table top feel.


    When I have the $, It's definitely a game I'd like to try out

  • MapCore CS:GO Team

    • FRAG
    • February 26, 2015 at 1:36 PM

    I suck, please add me


    http://steamcommunity.com/id/fragalicious/

  • Unreal Engine Dev Grants

    • FRAG
    • February 25, 2015 at 2:48 AM

  • Post Your Pic Extravaganza

    • FRAG
    • February 25, 2015 at 12:23 AM

    PREPARE FOR ALL THE FILTERS I CAN SHOVE ONTO THIS ONE PICTURE.


    [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Myself/543223_2626672446455_453102974_n.jpg]

  • MapCore on social networks (LinkedIn, Twitter)

    • FRAG
    • February 25, 2015 at 12:14 AM

    Both my Twitter and LinkedIn can be found in my sig!

  • WIP in WIP, post your level screenshots!

    • FRAG
    • February 24, 2015 at 11:54 PM

    As I'm limited to what I can do on this laptop while in hospital, I decided to give the Sledge editor a go and just make a quick map in HL1, nothing special, just testing out the ease of use etc.


    [Blocked Image: http://i.imgur.com/gEEj1fo.jpg]


    [Blocked Image: http://i.imgur.com/8GZEJGc.jpg]


    If anyone is interested in using the Sledge editor, I created a blog post about it too.


    http://fragleveldesign.tumblr.com/post/111975900…came-the-sledge

  • Valve: Future Hardware Plans

    • FRAG
    • February 24, 2015 at 6:09 PM

    Oh man, my heart can't take another hype train but damn it.


    IM HYPING!!!!!!!1

  • Suggestion: MapCore public test server.

    • FRAG
    • February 24, 2015 at 2:28 PM

    ta da! suggestion sorted from the past!

  • Suggestion: MapCore public test server.

    • FRAG
    • February 24, 2015 at 2:03 PM

    What sort of slot size are you thinking here? and a dedi CS:GO server? or one that rotates games perhaps when needed?


    I like the idea and would be happy to see a public test server go up (Hell if I still had a paying job I would set it up)

  • Oliver Curtis - Level Designer

    • FRAG
    • February 22, 2015 at 8:09 PM

    Yeah a good point, I wrote that about me section without thinking in places, will go back through and clean it up, thanks

  • Oliver Curtis - Level Designer

    • FRAG
    • February 22, 2015 at 3:28 PM

    Decided to post my portfolio here and hopefully get some feedback.


    I'm using Carbonmade for the site layout.


    http://fragleveldesign.com/


    Really appreciate all feedback on how it looks, information supplied, pieces supplied etc.


    Thanks!

  • [WIP] CTF Atmos UT4

    • FRAG
    • February 21, 2015 at 9:55 PM

    Hey everyone, thought I'd create a thread here for my UT4 CTF map which I've called Atmos. The idea of Atmos came from playing maps like Phobos, Face and Deimos, I loved the idea of battling it out on arenas floating in space, It's not only visually amazing but can create some interesting gameplay mechanics such as gravity shifting.Now Atmos is designed as a homage to the maps I mentioned, by creating a new map with unique features of it's own but also borrowing ideas and concepts. Map at a glance [sUBJECT TO ITERATION] Name: CTF/TDM-AtmosThemes: Industrial, atmosphericRequirements: Must stay true to the inspirations of Phobos, Face & Deimos while offering a fresh visual style but in keeping with Unreal.Purpose: Create an orbiting launch platform? maybe a based station? which has a high level of quality across all aspects: gameplay, visuals & sound. Here is a very basic top-down layout of the map from it's inception (I have no drawing skills really so enjoy this paint-esque image and some shoddy sketching) [Blocked Image: https://db.tt/6qz9bGiR] The idea is that the teams start on opposing sides diagonally from each other, there is no direct route per say but there are quicker ways around the map that involve a form of risk taking, let's start with the octagonal platforms. [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/shot1.jpg] All 4 octagonal platforms have the 3 routes as shown in the above image. We have the route that takes us to the upper platform, which will consist of scarce cover but allow for some brutal battles. We have the route that takes us to the lower platform, this section will have twists and turns as you make your way through the belly of the orbiting platform. And then we have the middle route, I call this the choke route. The idea of the choke route is to allow the player to take high risks to reap high rewards, this choke route can allow a player to get directly to the opposing teams flag (and in T-DM it could cause some mighty fine havoc!) The route will be a little cramped but not too cramped to ruin the speed at which players move, it will have an opening or two though so be careful of those rockets and rifle shots! There are also 2 jump pads located on opposing platforms, these also give a player quick access to the choke routes, but being the cruel man that I am, there's a price to pay for using them too. [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atm…0729_221914.jpg] Using these pads will launch the player out of the arenas gravity field, this in turn slows the player down in the air and allows them to become a moving target (bit like the duck game at a carnival but with more gore)I've yet to test slow down speeds and would appreciate input on this from everyone (of course, this is all subject to change if it really isn't working out, you know it how it goes by now )
    During a discussion on the UT forums about Atmos I was shown the following concept art found on Tumblr. [Blocked Image: https://forums.unrealtournament.com/attachment.php…50&d=1409517243] This was what I needed, a direction, something to base my architecture on, a seed. After a few more iterations, I just wasn't getting any feedback in any way on the UT forums so I feel by bringing this to mapcore I can get some answers, so here is Atmos as it stands in BSP form. Overview Shot
    [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/37.jpg] Shot from outer walkway[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/33.jpg] Underneath main red building[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/34.jpg] Connecting building from red flag to blue tower[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/35.jpg] Top of main blue building through top center connecting hut[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/36.jpg] Connecting walkway from main blue building to main red building[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/38.jpg] Shot from red tower in main red building overlooking choke[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/39.jpg] Shot from blue flag position[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/40.jpg] Shot from outer walkway[Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/41.jpg] I've left a link below to the current pak file for Atmos, give it a go if you can and give me feedback, rip this thing to pieces, have I lost sight? Am I missing a piece that is staring me in the face? Thank you for looking at this thread, I look forward to chatting with you all! Map Download

  • Mapcore Introductions Thread

    • FRAG
    • September 2, 2014 at 8:19 PM

    Hey everyone!


    I'm Olly and I've been mapping for quite some time now, finished my Bachelors degree in Games Design in 2012, spent my time since then working on Operation: Black Mesa and various little projects, I'm currently working on a map for UT4 and saw you have a whitebox challenge and thought I'd finally join up here and have some fun with everyone.


    My years have consisted of transitioning back and forth between Source and Unreal, it's been one hell of a ride!

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