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Thrik

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  1. Like
    Thrik reacted to Thurnip in 2017: Mapcore's Year in Review   
    was a productive year
    A respectful batch of awesome maps and envs
    Still impressed what you guys are doing with CSGO, pushing the engine to its limits
  2. Like
    Thrik got a reaction from Sprony in Epic Games & Mapcore's Unreal Tournament Level Design Contest Winners Announced   
    Jesus, such stunning work.  Excellent work all involved (Not just the winners!).
  3. Like
    Thrik got a reaction from Terri in Epic Games & Mapcore's Unreal Tournament Level Design Contest Progress Update   
    I actually love DM-Eternal's chunky colourful style.
  4. Like
    Thrik got a reaction from Sprony in Epic Games & Mapcore's Unreal Tournament Level Design Contest Progress Update   
    I actually love DM-Eternal's chunky colourful style.
  5. Like
    Thrik got a reaction from FrieChamp in Epic Games & Mapcore's Unreal Tournament Level Design Contest Progress Update   
    I actually love DM-Eternal's chunky colourful style.
  6. Like
    Thrik got a reaction from PeteEllis in Creating a Single-Player Combat Space   
    I love how you've done the 3D visualisations in the scenes for this!  
  7. Like
    Thrik got a reaction from Sprony in Creating a Single-Player Combat Space   
    I love how you've done the 3D visualisations in the scenes for this!  
  8. Like
    Thrik reacted to ShadesMaster in Epic Games & Mapcore's Unreal Tournament Level Design Contest   
    I don't know about you guys, but to block out my map I find that utilizing some basic models I've created from BLENDER allows for more concise shapes than relying on BSP alone. While a good layout is paramount for a contest entry, I find that even blocked out maps that are decent to look at get played more, plain and simple. A more final version of the map can of course further divide this Basilica up to be more modular, of course....
    Even THIS started life as blocked-out BSP in Unreal Tournament (of course I had started with a boxy, bare-bones BSP layout), but the 2nd level 'roof' was just a simple rectangular walkway that was plain FUGLY instead of the roof being part of the walkable area... as it stands, the front of the Basilica will be a ramped' entry while the rear leads to an elevator shaft (jump trick, people)... so there are actually 3 floors to this thing....
  9. Like
    Thrik reacted to leplubodeslapin in Source FPS Cost of Cheap and Expensive Assets   
    Thanks for writting this article, i believe it's an interesting subject and what you did clearly shows that more detailed models do clearly impact performances.
    But i'm also a bit disappointed, you could have pushed this a lot further. There are only 2 sets of data with only 2 points for each one, which is really not enough in my opinion. For example, it just can't answer in what way the performances are decreasing with the polycount increasing. And it would have been much more interesting to see the results on a graphic instead of showing a delta, something like this for example :

    You could have made a sort of "test sample" model, that you could have compiled in 10 versions for example (from 500 to 50 000 tris for example, i'm not even sure you can compile that, but you get the idea!). And you can then make 11 tests and get 11 points : without the model and with 1 version of the model every single time.
    Then you could have used that model many times, and see if there is some instancing that makes the use of the same model many times cheaper in the same rendering.
    Everytime you can note the polycount in each renderings and get much more results. You could also have combined them, for example imagine if you can make a conclusion like this (which is just an example, it's totally wrong) :
    Ok that would be hard to trust, because lots of other stuff could skew results (depending of what shaders you used for example, as you said in your article), but that would be extremely useful for Artists and Level Designers !
     
    It's just an idea, maybe it's not reliable but that would be nice.
  10. Like
    Thrik reacted to ShadesMaster in Epic Games & Mapcore's Unreal Tournament Level Design Contest   
    Glad I waited until now to make an Unreal Tournament level. I've Experimented here and there, though. If one can succeed here, than they're one step closer to doing it for a living.... 
  11. Like
    Thrik reacted to 2d-chris in Epic Games & Mapcore's Unreal Tournament Level Design Contest   
    Many designers don't actually play the game as much as you'd think, it's about the ability to look at what works and figure out why, I could play CS:GO for 60 hours and make a good level, you just look at examples and figure it out, A part of what makes showdown interesting, is you will be discovering what makes the mode great, developing games is hard, it's even harder when they are not complete yet. This is very similar to working in a development team, not on games that have been proven long ago.
    The point of any contest really is to better yourself, we will always be considering good levels for the market place and the game, even after the contest has finished.  
     
     
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