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2d-chris

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Posts posted by 2d-chris

  1. 57 minutes ago, FACH said:

    It was coocked for 40 minutes! Oh Holy Vandora! Where is  the time when map`s size was 4-40 kb and "build all" lasts ~100 seconds? 

    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. 

  2. 8 hours ago, Pampers said:

    I didn't even test all the heroes in the beta lol, just sticked to the ones I got frags with

    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 :P Sure, it works when your playing newbs, but it's safe to say the game is beyond that. 

  3. 2 hours ago, DrywallDreams said:

    Does anyone else feel like the matchmaking is against them?  Like I've won a single game, lost like 5.  

    if your new your probably getting schooled by players of the closed beta, like myself :P tons of fresh meat in the game right now getting ripped a new one. 

  4. 6 hours ago, blackdog said:

    Hey thanks for the tips and a commentary version would be welcomed.

    When I first watched it the other day, I was thinking that this is the way I always saw mapping on Unreal tech is... the subtractive approach works the way I remember reading in the tutorials when I was mapping for HL... just at the time it is my understanding that every room had to be subtracted first: I remember some friends working on UT used to say "UT is better because you can't get leaks".

    Now both approaches are valid, guess smart choice to make it easier for people that are used to other tech.
    Anyway, something that I don't remember being addressed even in the basic tutorials Epic has posted on YT... the grid doesn't seem to matter as much: when resizing brushes the size is not displayed, and any video I've seen sizes seem to be eyeballed, contrary what many are used in Source that "basic room height is, basic set of steps is" etc. Is it something that is addressed when beautifying?

    In specific to your video I noticed that at the very beginning when you are creating the very first spawn perch, you subtract a brush, then instead of resizing it you just clone that brush. Dunno if I missed that you then resize and eliminate duplicates but I was thinking that doing so is annoying at later stages if you want to alter sizes. I ask also because in "the corridor project" tutorial videos I bought, the tutor creates a wall of a certain size and then duplicates it saying "I know the prop that will replace the wall is going to be of this size".

    Last silly question: funny name for the map, is that final or working name? :D

    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

     

     

  5. @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

     

     

  6. 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 :D 

  7. 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. 

     

     

     

  8. 1 hour ago, kunalht said:

    Hey guys!! I finished blocking out my map but I'll change many things later like adding (rocks,trees etc) or changing size of some houses in my map and also I'll change some pickup placements (or add extra pickups) . 

    So should I submit it now for phase 1 and then can I change things that can affect gameplay later? Is it alright? 

    Phase 2 result might be different then phase 1?

    Levels never stop changing, the idea phase 1 is to allow you to share your design if an artist wants to help,  you can start detailing when ever you like. 

  9. 5 minutes ago, BRANDOOM said:

    Hey everybody.. I'm brand new here.. literally just signed up. I'm going to do my best to take part in this competition.

    I was looking around for an answer to my question but couldn't find anything. What has to be included in the level? I was wondering if someone could list these out for me.

    Much appreciated!

    what you need should be in here,   https://www.dropbox.com/s/fkc1hweebknvlyr/Showdown.pdf?dl=0 

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