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Posts posted by HurracioDurrski
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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!
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i dont want to be in mappack, its an unfinished mess, i will eventually remade it but that will take some months
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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.

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ok, im not able to deliver my map in time, i will rebuild it later in my free time

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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:
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did you use q3map2 to make model?
yes, in radiant ASE: Convert to ASE and i have center of that pillar where i want origin at 0,0,0
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That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions
ah, ok i thought i can lower polys on some patches. thanks for answer

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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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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
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map reset
it would be too much detail in one view, so i started working on new layoutoriginal 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.
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Thanks for the reply :3,
Any idea why the Quad/Regen damge would not show up in the level, So I have some direction to look into.
Shot of editor: http://prntscr.com/50wk0s
Shot of same level in game : http://prntscr.com/50wkh9
dont you need wait for it to spawn ? default regen is 3 minutes and quad 2m i think ?
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You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.
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).
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OK noob question, where can i get polycount for my map after rendering a cant find it anywhere

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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

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Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 1 Submissions
in Unreal Tournament Level Design Contest
Posted · Edited by HurracioDurrski
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 ).”
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Hey, managed to make working map over the weekend on last moment so here it is
gameplay test:
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