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  3. HurracioDurrski

Posts by HurracioDurrski

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

    • HurracioDurrski
    • May 2, 2016 at 4:27 PM

    Name: Petr Švenda

    Nickname: Hurracio Durrski

    Map Name: DM-Forgotten

    Map Download: https://www.dropbox.com/s/17s40ih7ky2u…Editor.pak?dl=0

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

    ________________________________________________________________________________________________

    Hey, managed to make working map over the weekend on last moment so here it is :P

    gameplay test:

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    [Blocked Image: http://i.imgur.com/v5mS23k.png][Blocked Image: http://i.imgur.com/PYJ3DC3.png][Blocked Image: http://i.imgur.com/KbuEEYb.jpg][Blocked Image: http://i.imgur.com/OCZM27t.png]

  • Looking for people that are aspiring to work in the game industry

    • HurracioDurrski
    • September 7, 2015 at 1:30 PM

    Level Designer/Environment Artist

    self-taught, right now learning modern 3d modelling and texturing in my free time since i have experience only with BSP map editors :v

  • WIP in WIP, post your level screenshots!

    • HurracioDurrski
    • December 27, 2014 at 3:27 PM

    hey guys, since i discovered this good looking community thanks to Q3A mapping contest i think i stay here


    got bored so i started making L4D2 campaign - again, i did something for L4D1 years ago but lost interest.


    i would like to ask you guys for some advice on this, i want to have some reasonable polycount, but i need more detail around one side river ( want to make secondary natural path trough river under that bridge and subdivision 2 isnt enough ) and along road. tried modeling some details to see how it will look. how is it bad with t-junctions in source? i saw some different subdivisions in official L4D1 sample map with trainyard but i like to ask you guys for your opinion on this.


    here are the screens, so far still designing it. i want to take my time and finally produce something good and complete.



    thanks for replies!

  • The Map Pack Inquiry

    • HurracioDurrski
    • December 23, 2014 at 4:17 PM

    i dont want to be in mappack, its an unfinished mess, i will eventually remade it but that will take some months

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • December 3, 2014 at 9:51 AM

    DL: http://www19.zippyshare.com/v/2009171/file.html

    so i basicaly blitz maped it and managed to submit before deadline.


    its a frankenstein


    i stopped caring about brushwork and meshflow and just smashed brushes here and there but it works.


    totally horrible caulk sealing etc made probably so many portals that it actually blocks vis pretty well.


    i intend to rebuild this map from scratch later with the content and details i didnt have time to put in, so i appreciate any feedback on layout etc.

  • MapCore's Quake 3 15th Anniversary Submissions

    • HurracioDurrski
    • December 3, 2014 at 9:44 AM

    Full name: Petr Švenda


    Nickname: Hurracio Durrski


    Map Name: On the Verge


    Download Link: http://www19.zippyshare.com/v/2009171/file.html

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 30, 2014 at 3:42 AM

    ok, im not able to deliver my map in time, i will rebuild it later in my free time

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 29, 2014 at 8:00 PM

    goddamn,lack of time so my map turned from everything mittered to a total mess


    im currently trying to figure out how the hell i enclose it in caulk, what to left structural and what not.


    or just detail everything and put rooms, hallways and tunnels to their own bigger caulk versions? would be probably much easier.


    some pics:


  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 23, 2014 at 7:18 PM
    Quote from PyroGXPilot

    did you use q3map2 to make model?

    yes, in radiant ASE: Convert to ASE and i have center of that pillar where i want origin at 0,0,0

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 23, 2014 at 6:09 PM

    anybody knows why this little fella is wandering around ?


  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 21, 2014 at 6:50 PM

    .

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 20, 2014 at 2:31 PM
    Quote from Hipshot

    That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions


    ah, ok i thought i can lower polys on some patches. thanks for answer

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 20, 2014 at 12:13 PM

    so there is global control for how much patches should be subdivied but can i control few selected patches ?


  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 16, 2014 at 1:52 PM

    some wips


  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 10, 2014 at 7:38 PM
    Quote from Obsidian


    thank you very much,


    was asking because i will maybe need to partially sink some brushes into that curved hole in the center and some "halfpillars" in some curved walls and i dont exactly want aligning half a map because of this il try to sink some detail brushes in here later and see what happens

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 10, 2014 at 4:42 AM

    dumping some progress, i should have playable version soon


  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 10, 2014 at 12:21 AM

    i have some technical questions:


    do vertexes on patches split brushes ?


    can you overlap patches with brushes and sink patches into another patches ?


    also is there any way to make detail brushes have different outline color in 2D view ? like func_group is blue

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • November 8, 2014 at 5:38 AM

    map reset it would be too much detail in one view, so i started working on new layout



    original idea was ruins of some evil temple / cathedral floating parts in space.


    something like this:



    cant decide now if i should keep normal layout or break it

    i will probably start experimenting with it when i finish this center room so i have the proportions right.

  • A guide to making Quake 3 maps

    • HurracioDurrski
    • October 29, 2014 at 3:17 PM
    Quote from Neve

    Thanks for the reply :3,

    Any idea why the Quad/Regen damge would not show up in the level, So I have some direction to look into.

    Shot of editor: http://prntscr.com/50wk0s

    Shot of same level in game : http://prntscr.com/50wkh9

    dont you need wait for it to spawn ? default regen is 3 minutes and quad 2m i think ?

  • On the Verge by Petr "HurracioDurrski" Švenda

    • HurracioDurrski
    • October 25, 2014 at 5:23 PM
    Quote from Hipshot

    You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.


    control points for stairs alone are on grid, i can convert them to brushes, but texture aligment would be probably hell idk.


    also, there should be same stairs on right side, but destroyed and i need some destroyed pillars too, and when i rotate these brushes and then moved it they all deform and unalign.

    so its another patches or i think ill just go learning how to make models for quake in blender where i can reduce polycount by quite big number i think (baked from highpoly to lowpoly).

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