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Everything posted by 2d-chris
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http://overwatch.gamepedia.com/Maps
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ha that part of the map has caused some amazing gameplay D: as a main Lucio player, that area pleases me.
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Just enough time to fly to America then!
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FYI - the cooking process is only used externally (for modders, mappers etc) we don't use it on the dev team, the actual map building is quicker than ever, cooking the resources automatically is not something most games even allow you to do, so even though it's far from optimized, normally you'd have to carefully add every single file yourself, which takes considerable time and is prone to errors. Additionally, the game and engine is very much in progress, which makes working it a lot harder, and it surfaces all the kind of issues that developers have to deal with that are usually invisible when working on games with only minor updates every now and then. Developers slow down fundamental changes the closer a game is to completion or post launch patches/updates because of the knock on effect to custom content, right now, your all in the thick of it, which I consider great experience, developing games is frustrating and hard for all the reasons you are not expecting.
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that strat doesn't work for that long. you get pretty owned if all you do is hunt kills (I ended up playing support most of the time, got sick of ppl chasing playing of the games all the time and losing because of it Sure, it works when your playing newbs, but it's safe to say the game is beyond that.
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I'm waiting for the new PS4 that will support the new 4k bluray (I assume), then I'll play the hell out of this
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think you got mixed up with mark long
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hopefully competitive play will solve a bit for that, at least it should make random quick play a bit less toxic D:
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Hey, it's useful to look at other level designers portfolio as a guide, see what you're up against. Ps, don't look at mine, well sure, you can, but I've not updated it in many years.
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if your new your probably getting schooled by players of the closed beta, like myself tons of fresh meat in the game right now getting ripped a new one.
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Stick to a 1m grid, it's very easy to measure by simply adding a new bsp box (default is 2m) and work from there. There is no need to copy an assets multiple times and then convert into a single one, only advantage of that is the automatic bsp update feature can get a bit laggy if you have too many separate parts, if it's a huge area made with duplicates of a subtractive brush, it pays to convert them into a single one, just so the map stays a bit cleaner to work with down the line. We have metrics map for gameplay scales, sometimes you gotta move down to 50cm grid, because jump up onto something is 1.5, just keep remembering to move back to 1m after you've worked on that part. It can be advantageous to use groups/prefabs or the same bsp brush over and over, it will definitely make meshing easier. UT levels are not 100% custom but are built modular with kit jamming.(some exceptions are made) Name is a joke, it's now called CTF-LostTomb but that will no doubt change if the map ever gets finished. It's just a name ;P
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Sure why not, it's pretty good for quick work, really doesn't matter how you make them at that point, so long as you keep the detail low.
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@blackdog here you go, I'm going to be working on this for a while so probably won't get the entire thing done before the phase 1 ends, so here is the first 3 hours. Final video I will probably give some commentary and music goodness, at this rate it will be about 4-6 hours of video at this speed. Presenting, the birth of ctf-mattdamon https://www.youtube.com/watch?v=Gzw7AWhCJjc
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I will buy it, don't have a console right now, but I do have a 4k TV, was waiting for the ps4 to support it, so I'm happy, it was planned to have a new 4k blueray format last year but it was delayed, includes support for a new colorspace which i'm particularly excited about. Edit, Ok, I see it just got released, not much hype yet then, not surprising
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I'm actually recording myself working on a new UT CTF shell, recorded every second working on it, so far it's about 12 hours of content, going to speed it up 500% which should mean its somewhat understandable and you can see what madness I get up to, my technique is pretty different than the usual working with to, side and front, I work 99% in perspective. Might upload the first hour tonight, if it will be of help.
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When you get into subtractive geometry method unreal is stupidly quick, but it really depends on the type of level your trying to make. What I see above is definitely additive heavy. Looks like an interesting start!
