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2d-chris

Mapcore Staff
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Everything posted by 2d-chris

  1. Grats on the submissions guys, incredible work from everyone, so much creativity and variety!
  2. Seriously guys, the creativity shown here is mind blowing, grats to everyone!
  3. I'm super busy with fortnite recently, and I'm about to go away for 3 weeks on holiday, I'll make it once the mode has matured and I've got time to make changes (the mode is still being worked on heavily :P)
  4. Dragon Age, Mass Effect D: Skyrim
  5. crazy cool bro
  6. BSP is not more expensive outright, it's just if you start adding equal detail (polygons, shader complexity) to a bsp it will become unworkable for a bunch of reasons, artist would be better off explaining why but it's been phased out from most modern games and engine for that reason above all else. Artists like to use tools designed for their craft, and it's always changing. If you have a flat wall, floor, and you don't need to cut it up into tons of small shapes, then it's perfectly fine, as I said check dm-biotower I use bsp there. It all comes down to the amount of artistic control and workflow, not just performance (but remember that models are LOD'd automatically by the engine which is very important, bsp is not)
  7. No, we do not important an entire levels bsp into a 3d app and work from there, we might do that for selective hero assets (one off's) or sometimes the bsp terrain as that will eventually be converted into a unique model. Think of it like a big jigsaw puzzle, you have lots of smaller models (modular, or just decoration) and then you add them one by one, until the map is looking good. It's actually less work than the alternative. We make exceptions for things like the floor in some levels (outpost 23) where it's easier to model it than try to make everything fit with tiling assets, Ultimately, it's a hybrid depending on the pros and cons, you'll also notice some assets are grouped together as a single mesh, this is an optimization, however, they did start modular. Don't be afraid to jam models into each other, this is called kit bashing and is very common, but obviously you want the majority of the model to be visible otherwise your wasting performance. I made Dm-Biotower with this method, no new models, just kit bashing with a mix of BSP for the floor and a few walls. hope that helps, the topic is very complicated to understand it clearly, but my advise is to start with a small area, get a feel for the assets your using, then translate that method to the rest of the level. tasks like this can be very overwhelming when looked at as a whole, break it down and start with a small area. If in doubt, look at the official maps. Assuming your using our assets, you'll have little choice but to follow our process.
  8. Part 5 is now done, I'll be waiting as bit for part 6, will show the changes I did after testing with humans!
  9. There is no standardization, it's too broad of a subject, with the exception of don't add too much detail early on (tons of props, complex geometry) organic maps are easier to prototype in a separate 3d application (Maya/Max) and urban maps can be made easily with in editor tools. Here, check this out.
  10. Meshing a level is never accurate enough to the bsp for this method to be useful beyond the initial mesh placement part. You'll have to do a proper blocking volume pass eventually.
  11. abilities are not random, where you spawn might be (so the guns/items you can get feel that way, in team games and for average players) somebody might poach them from you, suppose that is why 1v1 became the majority of quake and UT pro scene, by random I assume you mean rock paper scissors in heroes/class games, which is far from random obviously, frustrating sometimes? Yes Personally I enjoy both, but right now I enjoy playing ability/class games more because I'm an old fart with slow reaction times D:
  12. pretty sure i added a little post sharpening in adobe premier ;P my monitors are 16:10 at 24" though, but that should make no difference we don't have an asset set that would match this environment yet, and a level this big, lets just say it would be hundreds of hours of work, certainly possible but would be insanely long, when we art this up I will consider something though. Part 6 will actually be a summery of all the changes I made after play testing and most importantly why we were trying them.
  13. Hey, thanks! Possibly Egyptian, but perhaps Mayan or even a mixture of that kind of style, I too love the combination of old with new, Temple of Anubis in Overwatch was a big recent inspiration for this, it's certainly not the first to do the mixture of old and new, but it does do it really well. At the end of the day, the artists will have a big stamp on the final direction and theme, but I've learned that if it's built in a way that really excites people it might very well end up somewhere along the lines that I pictured in my mind.
  14. lmao, why so serious?
  15. Yep thanks, that's exactly what I need to know.
  16. Sup guys, I've been working on a new level for an experimental game mode in the Unreal Tournament alpha, only this time I decided to record myself working on it, I've produced a commentary style video of it's development, every session was fully captured, so you can make fun of all my mistakes It's sped up 5x, because in the end it was about 30 hours of work, I feel that speed works quite well so you can somewhat understand what is going on with the addition of commentary. So far I've added commentary for 5 parts, I'll crack on with the other parts very soon and link them in this post. I've only seen a few level designers doing something like this, @Castle produced some cool time-lapse style videos, I've seen plenty of artists producing similar videos, but rarely something focused on design, so this is a bit of new territory, at least for me. Hope this is useful for aspiring level designers out there! Part 1 Part 2 Part 3 Part 4 Part 5 Any comments on the format, or questions I'll be more than happy to answer. Sharing is caring! -Chris
  17. 2d-chris

    Overwatch

    Nawww, lucio needs to keep a good eye on his team to do well, need to be at the right place and in line of sight, need to support others by knocking back tanks etc, disrupting, swapping songs all the time to give teammates the correct advantage (sticking on heal all the time in battle isn't always the best tactic) I've played 99% Lucio, he's very in depth to play him well. Positioning relative to your team is super critical and skillful.
  18. I feel like if it's a part of the decoration of single restaurant it would be more effective, some earthly meals place or somethin' I wouldn't go too crazy with it, but small personal accents go a long way, it;s like your telling a story with it.
  19. Ignore it. All engine suffer from this, for some reason we show it
  20. 2d-chris

    Overwatch

    mattdamon#2379
  21. there's nothing wrong with getting a part time job to pay some bills while you keep moving forward with your dreams, the important part is you don't stop putting in the effort to get there. When I was 18 I'd spent a few years working at a hardware shop, it's safe to say that time encouraged me to apply for a job in the games industry
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