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Everything posted by ZZZ
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I deleted my deviant art account. I'm creating fantasy art, landscapes (mainly roads) and geometry.
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I bought glasses, a computer and a fan.
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It didn't work out.
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I think I'm going to do this. My current CTF project has the paths pretty much set. But Urban Terror in UE5 is still in alpha. I'm going to remake it in Ioquake3, older engine, just to playtest. More than than, replace the default grid texture with some color coded textures just to give some directions in regards to design. Indicate dirt, grass, trees, stone floor, etc. With playtest I can at least have a better idea of it. The current blockout state is pretty much a sketch with holes everywhere and unfinished walls, unfinished roofs. I don't think a recruiter wants to see a level which was never tested and the blockout phase is not even finished. It's half finished.
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I'm finished with this design. Playtesting right now is impossible because there is no beta version to playtest.
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More buildings. I didn't do any research on which type of architecture and style to use. That's undecided.
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In CSGO the players can't climb. But in Urban Terror they can. I have to do something to block that unwanted path.
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The idea is not to copy CTF-Coret from UT, but try something inspired by it.
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Decided to add a new corridor with two entrances and another pit with two lifts, like the existing one. With the new paths the bridge in the middle with the shield doesn't make sense. However, the place where the jump boots are can be repurposed as a trap chamber. In the same way as DM-Pressure chamber. 8 meters is too wide for the corridors. 6 meters seem to feel better. I don't like the sniping spot and the dead end with the Flak cannon. There is a new path connecting the two.
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Malevolence, my first time trying to break down a level to learn level design
ZZZ replied to ZZZ's topic in Level Design
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I'm regretting the blockout. As I was writing the article about the map I was having ideas for new paths and other design changes. I didn't had to waste time in copying the same layout because I had this idea of changing it from the beginning.
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I'm going do the same thing as Malevolence. Except that this time around I want to explore some variations in paths, flow, item placement. Compare UT3 with UT and my own legodeck from years ago.
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Installed Halo Infinite MP. My first two matches were a disaster. I can't aim.
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Malevolence, my first time trying to break down a level to learn level design
ZZZ replied to ZZZ's topic in Level Design
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Malevolence, my first time trying to break down a level to learn level design
ZZZ replied to ZZZ's topic in Level Design
Found out what causes so many crashes in UE5. Start a new project, but don't make your map in the starter map. Create a new basic map. It's world partition that makes UE5 D3D crash so often and causes many many rollbacks out of the blue. Problems with saving which later cause the map to lose hours of edits. -
Malevolence, my first time trying to break down a level to learn level design
ZZZ replied to ZZZ's topic in Level Design
I already wrote everything and resolved some UE5 crash. It seems that by having save lod packages to HLOD .... is the culprit that was causing frequent D3D crashes. Disabled it. After I finished the blockout I can publish the article. -
I've never done a level with a floorplan. I tried before, but neve finished it. I though to myself "Why not pick up an existing level?". The plan is to blockout in UE5 and then run some design analysis about item placement, flow, etc. The idea is to not focus on visuals, env art. The purpose of this work it to have a blockout level in my portfolio with comments. I decided to pick up an existing map to skip the "I want an original idea". This is a very small map to make it easier. My portfolio already includes levels but none have a blockout and they are all more visually pleasing than focusing on design, which is what I wanted to do. The floorplan
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Lol. I dropped it back then when I reached the Smuggler's Hideout. I got to a point where I was stuck with no money. Going back to previous levels to farm was a pain because I`d die and burn all the money buying health and eve all over again. 1.5 years later I finished the game on my new desktop. I just got my head over the mechanics and finally was able to take advantage of the research camera and the constant swapping between skills and weapons. After you find the invent machines the game becomes much easier. Finished the game but found out that I missed a lot of secrets. That's probably a good sign, because the design did a good job in hidding them . The level design of Arcadia must be the worst of the game. It has so much vegetation that it became a forest maze. The apartments levels were also confusing. After playing both bioshock infinite and bioshock 1 I can say that they must have faced incredible technical challenges with bioshock 1. There are very few enemies and the last boss is easy compared to the first one. When you face the doctor you don`t have much powers and weapons. When you face Fontaine you have an excess of powers and weapons. Dodging Fontaine attacks is very easy too. Bioshock infinite presented large open spaces, whereas bioshock 1 spaces were always closed and dark. The background in bioshock 1 is also 2D. The scale of Rapture that you see in the beginning was probably impossible to achieve with the hardware of the time and specially with unreal engine 2.5 limits. I have a faint impression that the decision to make the game take place after the civil war, with an environment that is mostly "dead", decaying and broken, with very few enemies was related to UE 2.5 limits.
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I might make my first CS map ever. And I already have one source of inspiration
