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HurracioDurrski

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Posts 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 :P

    gameplay test:

    xxxxxxxxxxx

    v5mS23k.pngPYJ3DC3.pngKbuEEYb.jpgOCZM27t.png

  2. hey guys, since i discovered this good looking community thanks to Q3A mapping contest i think i stay here :D

     

    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.

     

    post-31706-0-04925800-1419692907_thumb.jpost-31706-0-13448300-1419692909_thumb.j

     

    thanks for replies!

  3. 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. :)

     

     

     

     

     

     

     

  4. map reset :D it would be too much detail in one view, so i started working on new layout

     

    post-31706-0-64382000-1415424222_thumb.jpost-31706-0-59141000-1415424227_thumb.j

     

    original idea was ruins of some evil temple / cathedral floating parts in space.

     

    something like this:

     

    post-31706-0-04181300-1415424883_thumb.j

     

    cant decide now if i should keep normal layout or break it :D

    i will probably start experimenting with it when i finish this center room so i have the proportions right.

     

     

     

  5. 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).

  6. 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 :D

     

     

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