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About HurracioDurrski

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  • Birthday 02/26/1987

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  • Real Name
    Petr Svenda
  • Location
    Czech Republic

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  1. Name: Petr Švenda Nickname: Hurracio Durrski Map Name: DM-Forgotten Map Download: https://www.dropbox.com/s/17s40ih7ky2uccm/DM-Forgotten_v0-1-WindowsNoEditor.pak?dl=0 “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” ________________________________________________________________________________________________ Hey, managed to make working map over the weekend on last moment so here it is gameplay test: xxxxxxxxxxx
  2. Level Designer/Environment Artist self-taught, right now learning modern 3d modelling and texturing in my free time since i have experience only with BSP map editors
  3. hey guys, since i discovered this good looking community thanks to Q3A mapping contest i think i stay here got bored so i started making L4D2 campaign - again, i did something for L4D1 years ago but lost interest. i would like to ask you guys for some advice on this, i want to have some reasonable polycount, but i need more detail around one side river ( want to make secondary natural path trough river under that bridge and subdivision 2 isnt enough ) and along road. tried modeling some details to see how it will look. how is it bad with t-junctions in source? i saw some different subdivisions in official L4D1 sample map with trainyard but i like to ask you guys for your opinion on this. here are the screens, so far still designing it. i want to take my time and finally produce something good and complete. thanks for replies!
  4. i dont want to be in mappack, its an unfinished mess, i will eventually remade it but that will take some months
  5. DL: http://www19.zippyshare.com/v/2009171/file.html so i basicaly blitz maped it and managed to submit before deadline. its a frankenstein i stopped caring about brushwork and meshflow and just smashed brushes here and there but it works. totally horrible caulk sealing etc made probably so many portals that it actually blocks vis pretty well. i intend to rebuild this map from scratch later with the content and details i didnt have time to put in, so i appreciate any feedback on layout etc.
  6. Full name: Petr Švenda Nickname: Hurracio Durrski Map Name: On the Verge Download Link: http://www19.zippyshare.com/v/2009171/file.html
  7. ok, im not able to deliver my map in time, i will rebuild it later in my free time
  8. goddamn,lack of time so my map turned from everything mittered to a total mess im currently trying to figure out how the hell i enclose it in caulk, what to left structural and what not. or just detail everything and put rooms, hallways and tunnels to their own bigger caulk versions? would be probably much easier. some pics:
  9. yes, in radiant ASE: Convert to ASE and i have center of that pillar where i want origin at 0,0,0
  10. ah, ok i thought i can lower polys on some patches. thanks for answer
  11. so there is global control for how much patches should be subdivied but can i control few selected patches ?
  12. thank you very much, was asking because i will maybe need to partially sink some brushes into that curved hole in the center and some "halfpillars" in some curved walls and i dont exactly want aligning half a map because of this il try to sink some detail brushes in here later and see what happens
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