Thanks. I'll look into it.
Posts by Lyrtzz
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Hello Everyone. My name is Adam and I am aiming for a job as a level designer within the industry. During the latest couple of months i've been applying for a number of jobs without any major results.
At the moment I'm trying to improve my portfolio and how it is received. If you could take the time to drop by and be brutally honest about what you dislike in the portfolio i would be super happy. Also, i am about to decide what my next project is going to be involving. So if there is anything you find a lack within the portfolio please highlight that, then i know where i should focus my efforts in the next project. Thank you for your time. Adam
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Sharing a screenshot from the UnrealTournament map i'm finishing up. Gonna make a larger post when everything is said and done

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Name: Adam Wrange & Ludwig Lindstål Nickname: Lyrtzz & Lui Map name: DM_DesertArena Download link: https://dl.dropboxusercontent.com/u/64952396/SD_…owsNoEditor.pak
We aimed for a cirkular arena with a lot of chances to use smart movement and traverse the map, but at the same time use classic Unreal Tournament elements. It is in a lot tighter than other maps but we see it would work for a high adrenline Showdown.
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
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Update with new Download link
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The last few days have been dedicated to the CTF level.
Here is another screencap from it.
Trying to add some flavor with light and costume ground meshes.Happy new year to you all as well.

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Quote from KeyserSoze93
Are you using a cylinder? Because if you are, you should know that bsp cylinders in unreal automatically place their own vertices off grid, which might cause issues later.
i know because i had a bunch of those in my level, and after a while all of the bsp:s in the entire level completely flipped out.
if you want to use that shape, i would suggest you use a cube instead, and extrude two faces on opposite ends of the cube and then shape the cube into a cylinder instead. Then it will definitely stay on the grid

Cool! Thanks for the tip! I'm aware of BSP being on a whole other level of "f**k up. but i'm just trying to use it to the extent that i need. and then create meshes from the bsp that is acting up > then giving the mesh a collider.
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been working on my blockout for UT4 these last days.Need to playtest the level before moving any further.