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Squeebo got a reaction from Corwin in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Carsten Booth Squeebo DM-Chasm Download Link: https://drive.google.com/open?id=0Bw0uQ365Jjm3cmhHQTVYYjdOdEU Alternate Download Link: https://www.dropbox.com/s/phehrovtgn6vekt/DM-Chasm-WindowsNoEditor.pak?dl=0 “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )."
My first map on UE4, learned a lot while making this; good times! Cheers for the contest and good luck to everyone.
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Squeebo reacted to MauL in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full Name: Martin Fay
Nickname: MauL
Map: DM-Maelstrom_RC1
Download: https://drive.google.com/open?id=0B0adLMAJdQYgSmFuaVlsVkRPTFU
Alternate Download: https://redirect.mpforums.com/ut4/users/UnrealCarnagef60a/DM-Maelstrom_RC1-WindowsNoEditor.pak
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
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Squeebo reacted to Cryobeam in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Blair Scott / Kim Velasquez VRchick / Cryobeam DM - Station Download Link “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).”
Screenshots:
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Squeebo reacted to NATO in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full Name: Christopher Morris
Nickname: NATO_chrisjm
Map: DM-Vacant_RC1
Download: https://drive.google.com/open?id=0B1_rNuwdX5B5T3NIalRwWVRSVkU
Alt Download: https://dl.dropboxusercontent.com/u/17178202/DM-Vacant_RC1-WindowsNoEditor.pak
(If both of these timeout I can provide a 3rd link via PM, I just don't want the bandwidth on my website to get overloaded)
Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23678
MD5: ec08aa78c73b30d0d4bc3272092d2474
Dir: /Game/Maps/DM-Vacant/DM-Vacant_RC1
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
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Squeebo reacted to huitmottes in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full Names: Clément Dubarry / Kevin Pinson
Nicknames: DubYYY / huitmottes
Map: DM-Silo
Download: https://drive.google.com/folderview?id=0B7D31QGF5YRNbVZ2WURtOVU0VkE&usp=sharing
Comments:
Well... It was one hell of a challenge !
Being our first real experience designing an unreal map, we had to work hard to understand and play with the core mechanics for a while.
The blocking/testing phase was fun and we definitely learned a lot on different subjects. We managed to do what we wanted in a really short period of time.
The meshing/lighting phase was definitely the hardest one for us. We may have artistic desires and goals but we're definitely not environment artists neither lighting experts
Anyways, we did it!
Thanks to mapcore, epic games and you guys for the support!
- (for those who might be interested) Just a few more words on our intentions -
After analyzing the team showdown game mode, we approached our design thinking about strategical and tactical decisions based on teamwork and communication.
The "Chose your spawn" phase was the first thing we liked and tackled.
We wanted to put players in situations where they would have to think. (Not think as in "Hey, I like this weapon so I'm gonna spawn here", but try to add a strategical layer to it.)
The "only 6 spawn points" was a natural way to go once we had that in mind.
E.G
We have 2 buildings called "towers" they each have 3 floors
- 2 spawn points on the middle floor
- 1 weapon on the last floor
- 1 weapon on the first floor
With a situation like this, when teams are planning their spawns we wanted them to ask themselves:
- Should we put 2 players in this tower, securing those 2 weapons?
- Should we put 1 player, play safe and grab *this* weapon?
- Should we put 1 player and directly aggress the other team?
- Should we give this building to the other team and concentrate on the other one?
We tried our best to always have the strategical aspect in consideration for any decisions we made. I hope we succeeded!
tl;dr: strategical and tactical oriented
PS: I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )
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Squeebo reacted to Heresiarch in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full Name: Matthew Beal
Nickname: Heresiarch
Map: DM-Unsaved (Previously used working title DM-H09)
Download: https://www.dropbox.com/s/1c4j49xbqo26dje/DM-Unsaved-WindowsNoEditor.pak?dl=0
Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23820-DM-H09-(Mapcore-TSD-Submission)
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
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Squeebo reacted to FX in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Byron Gore Nick Name FX^ DM-TwinFalls Download Link
“I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).”
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Squeebo reacted to poLemin in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Name: Paul Stangl
Nickname: poLemin
Map Name: DM-Thaw
Download link: http://www.paulstangl.com/dm-thaw/DM-Thaw-WindowsNoEditor.pak
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
Screenshots:
More:
I'd like to thank Epic Games and Mapcore for this contest! I've by far not come as far as I wanted to, but I learned a lot and had plenty of fun!
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Squeebo reacted to Scinbed in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Name: Ben Edney
Nickname: Scinbed
DM-Croft
Download: https://www.dropbox.com/s/8swbwpz4o86ysl5/DM-Croft-WindowsNoEditor.pak?dl=0 (124mb)
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )
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Squeebo reacted to TheGlecter in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full Name: Óscar Crego
Nickname: TheGlecter / G.Lecter
Map: Batrankus Bastion [DM-Batrankus]
Download: DM-Batrankus_vRC1a (July 3, 2016)
[If something was wrong with this link or file (not likely but who knows), please use the July 1 version for the contest!]
Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23802-DM-Batrankus-Mapcore-TSD
I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula).
Screenshots:
Enjoy! And use your jumpboots wisely!
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Squeebo reacted to 2d-chris in Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion
BSP is not more expensive outright, it's just if you start adding equal detail (polygons, shader complexity) to a bsp it will become unworkable for a bunch of reasons, artist would be better off explaining why but it's been phased out from most modern games and engine for that reason above all else. Artists like to use tools designed for their craft, and it's always changing. If you have a flat wall, floor, and you don't need to cut it up into tons of small shapes, then it's perfectly fine, as I said check dm-biotower I use bsp there. It all comes down to the amount of artistic control and workflow, not just performance (but remember that models are LOD'd automatically by the engine which is very important, bsp is not)
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Squeebo reacted to Brando in Epic Games & MapCore's Unreal Tournament Level Design Contest Phase 2 Submissions
Full name: Brandon Jorgensen
Nick: Brando
Map: DM-Alpine
DL Link: Clicky
Forum Link: UT Forum
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
There are issues with the map but due to time constraints I won't be able to fix them in time. Hope you enjoy!
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Squeebo reacted to Dosentti in de_farm [WIP]
I have already published a thread for this map once but shortly after that I changed the name of the map so now I wanted to do a proper thread.
I appreciate all feedback. I hope you'll comment everything that's good or bad or funny or crazy or whatever you have to say about it.
The map has changed a lot after last update in thread de_urakka.
- Middle area has been made smaller, routes have been added and removed. Also the ground was raised by 64 units in the middle because there was (pretty much) unnecessary elevation.
- Some players also felt that the player was in "rats map". I tried to fix that by renewing the buildings a little and by making them smaller.
- Some textures have been replaced, terrorist spawn point has been drawn further towards map borders.
- I have also tried to optimize the map as much as I can. It's very hard for this kind of open skybox map with a lot of gabled buildings though.
I have said the map is ready for too many times so I guess it's best not so say it again. Work is in progress at least until the next version after playtest.
Workshop link <---------- you can find the layout and pictures here
Additional pictures on Imgur <---------- Some updated pics
Thank you in advance!
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Squeebo reacted to Skybex in EU Referendum
I think that's the attitude that ended up giving the leave campaign as much support as it had. Cameron was trying to negotiate a new deal for the UK but it was clear right from the start that he could get nothing out of all the negotiations. Couldn't even get enough of a deal that he could spin into a good thing. Made a lot of people realise that the EU does not have any consideration for the nations as individuals.
Now because of this elitist attitude, there are calls for referendums in many other EU nations and it looks set that Scotland will leave the United Kingdom. Scotland wants to be part of the EU, but will there even be an EU left by the time it all comes to fruition?
Troubling times ahead indeed but I think the vote highlights more than anything the huge divide within the United Kingdom right now when London votes remain but most of mainland England voted leave as well as all of Scotland voting remain.
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Squeebo got a reaction from Tyker in The user experience of Level Editors
I agree with a lot of what you said; nice to see someone bring up a lot of these talking points and to know there's someone who shares some of these frustrations. I do hope some UX/UI developers take heed.
Thanks for posting.
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Squeebo reacted to Steppenwolf in totally random texture thread
It means the material is entirely scripted via a set of node based, parameter driven noises, filters and shapes instead of using traditional methods like using photo sources, hipoly sculpts etc. The advantage of this over the traditional methods is that i can make wild variations very easily later on by just playing with some sliders instead of having to go back to square A, rearranging stuff in zbrush, rebaking maps and so on.
This is what the graph looks like:
Looks complicated, right? But it actualy isn't because you start very simple and add layer upon layer of detail, not too different from what you would do in zbrush and photoshop.
In this case i started with a simple square shape down in the left corner, tweaked the side dimensions, added some beveling and then fed it into a tile generator with some randomized values for depth and position of each plank. In the next step i added some edge trimming like one would do in zbrush. Then i used some shapes and filters to create wood patterns, mixed, blended, copy pasted, tweaked etc. to make it look more convincing and natural. Then i added some smaller details like dirt and little holes.
After that i create some masks from some of the layers, details, aswell as cavity and curvature nodes. Those are used to feed into gradients and mixed and blended like in Photoshop to get a color texture. Last step then to create a roughness map. Again very similar to what oine would do in Photoshop.
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Squeebo reacted to Steppenwolf in totally random texture thread
Another Substance by me. Fully procedural:
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Squeebo reacted to Steppenwolf in totally random texture thread
Everything created in Substance! You can bring in external height maps tho. It's super flexible. But then you limit yourself with the options you have for tweaking. The cool thing about SD is that once you have made the Substance you can get virtualy unlimited variations out of it by just playing with some parameters. Making these roof tiles took me maybe 6-8 hours but now i can make a way different roof tile material in just a couple seconds or minutes.
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Squeebo reacted to Steppenwolf in totally random texture thread
I started learning Substance Designer few weeks ago after being super hesitant for a long time. I always thought it wouldn't feel like proper art making but now i'm loving it. This is one of my first attempts at a proper Substance, all procedural:
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Squeebo reacted to PogoP in totally random texture thread
Nice one man, that's looking sweet! Nice tidy graph too, that makes me happy!
I was working on this material the other night. Fully procedural stoney dirt texture. Very WIP but it's been fun to make!
Graph:
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Squeebo reacted to tomm in totally random texture thread
sure thing, I'll have to figure out how to distribute it. Otherwise it relies on you having python 2.7 installed + a few external modules, which sucks.
I'll look into it tomorrow.
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Squeebo reacted to Minos in totally random texture thread
Made some materials with the new DDO yesterday (the plaster is a blend material).
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Squeebo reacted to MaanMan in totally random texture thread
Thanks for the feedback, I've touch the texture up and made two more based off it.
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Squeebo reacted to Filipe Goncalves in [UE4] Station C3 - Sci-fi Environment (WIP)
Update:
- New Carpet: I think this one looks much better. Added some wear and dirt.
- New wall piece: SyncFlow300
- Changed the lighting to nightime