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HurracioDurrski

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Everything posted by HurracioDurrski

  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. anybody knows why this little fella is wandering around ?
  11. ah, ok i thought i can lower polys on some patches. thanks for answer
  12. so there is global control for how much patches should be subdivied but can i control few selected patches ?
  13. 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
  14. dumping some progress, i should have playable version soon
  15. i have some technical questions: do vertexes on patches split brushes ? can you overlap patches with brushes and sink patches into another patches ? also is there any way to make detail brushes have different outline color in 2D view ? like func_group is blue
  16. map reset it would be too much detail in one view, so i started working on new layout original idea was ruins of some evil temple / cathedral floating parts in space. something like this: cant decide now if i should keep normal layout or break it i will probably start experimenting with it when i finish this center room so i have the proportions right.
  17. dont you need wait for it to spawn ? default regen is 3 minutes and quad 2m i think ?
  18. control points for stairs alone are on grid, i can convert them to brushes, but texture aligment would be probably hell idk. also, there should be same stairs on right side, but destroyed and i need some destroyed pillars too, and when i rotate these brushes and then moved it they all deform and unalign. so its another patches or i think ill just go learning how to make models for quake in blender where i can reduce polycount by quite big number i think (baked from highpoly to lowpoly).
  19. oh i see, thanks damn so i have already 15k tris also finished my stairs, its a goddamn mess
  20. thanks, well it shows i have average of 15k leafs and vertices but triangles are 0.00 or i should divide verts by 3 ?
  21. OK noob question, where can i get polycount for my map after rendering a cant find it anywhere
  22. thanks guys, by the way isnt hunkmegs set higher in console? other people would need to increase it too and that doesnt much ok i think. I have old computer, but its builded good so it runs new AAA games, and laptop that has very bad gfx and cant even run quake live on 125fps with picmip settings or Rune (UT99 engine i think), so i will test on it too. iam also using lot of that stonewall and rust texture combination in my gothic maps but it isnt exactly polycount friendly
  23. some progress, not sure if i should keep that stairs. also anybody know how much curved surfaces have hit on performance ? i dont want to end with low fps...
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