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Sersch last won the day on March 12 2017
Sersch had the most liked content!
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Steam
https://steamcommunity.com/id/HerrSersch/
Profile Information
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Real Name
Victor Karp
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Job
3D Artist
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Location
Dortmund, Germany
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Website
https://www.victorkarp.com
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Harry Godden reacted to a post in a topic:
[Quake 1] [Beta 1] Monastery Gardens
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Radu reacted to a post in a topic:
[Quake 1] [Beta 1] Monastery Gardens
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AnotherMillo reacted to a post in a topic:
[Quake 1] [Beta 1] Monastery Gardens
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mrpotato44 reacted to a post in a topic:
[Quake 1] [Beta 1] Monastery Gardens
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Sersch started following [Quake 1] [Beta 1] Monastery Gardens
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Monastery Gardens is my very first Quake 1 map. I've created many multiplayer maps for Quake 3 and Counter-Strike, but except for playing around with the Half-Life 2 editor in the late 2000's, I've never created an actual single player map for anything so far. I really wanted to change that, and this is my attempt to do so. The map is loosely based on q3dm1 "Arean Gate". Loosely in the sense that I took a decompiled version of Arena Gate as a basis, because I just wanted to make a small and compact first map to get started. But I kept adding more routes and areas, and the thing became far bigger than I had originally intended. I ended up with a map that will take around half an hour to complete on a first blind run. The map requires a modern engine port Like Quakespasm or Ironwail and the Copper mod. You can download the map on my website. Here's a 22min long playthrough video. Because this is my first Quake 1 map and SP map in general, this kind of gameplay is uncharted territory for me. I'm not happy with various encounters and the item placement yet, so I'd be really grateful for any concrete tips or links to other maps that I can play for reference. I feel that the layout and visuals have a lot of potential, but the encounters are just not there yet.
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Hello everyone I will be live streaming a beginner mapping course for the free open source shooter Xonotic this Friday, August 20th, starting at 10:30, Central European Summer Time. The course is expected to last between 4 and 6 hours. The course is hosted and sponsored by codinglab.ch and will be streamed to codinglab's website at https://codinglab.ch/2021/08/17/live-streaming-workshop/ I will answer questions during the stream in the live chat The course is going to cover the following topics: Xonotic and editor download and setup Navigating the editor's viewports Creating basic geometry Cutting and skewing brushes using the clipping and vertex tool Creating curved surfaces with patch meshes Applying and aligning textures Adding spawn points, weapons and ammo Lighting with point lights, spot lights and skyboxes Creating a jump pad Creating a moving platform Compiling a level Performance optimization with detail brushes Creating waypoints for bots
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Sersch changed their profile photo
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Radu reacted to a comment:
2018: Mapcore's Year in Review
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-HP- reacted to a comment:
2018: Mapcore's Year in Review
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Thanks, that was fast Had a good time, got into the industry with PB and learned a lot. But I'm no longer at PB, I left last year and am doing freelance work now.
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So many incredibly good looking entries on that list :) @Radu Could you convert my nickname in the Gulping Goat Space Farm to a link to my profile?
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Good way of doing a top down orthographic map in GTK?
Sersch replied to Daniel Nilsson's topic in Level Design
I can't think of any way in Radiant or Quake 3 itself, but you could convert your map to .ase and load it into a 3D program of your choice. If you can't get .ase open, try the Online 3D converter and convert it to .obj or .fbx You can use the q3map2.exe to convert your .bsp to .ase. To do so, creat a .bat file and paste the following text into it: "[path to q3map2.exe]\q3map2.exe" -convert -format ase "[path to your Quake 3 map]\yourmap.bsp" Run to .bat to start the process. If you have used patch meshes in your map, you have to compile with -patchmeta in the BSP phase, otherwise the patches will be missing from the converted mesh. The resulting mesh does work and is accurate, but the topology is probably messy due to the magic that happens in the BSP phase. -
blackdog reacted to a post in a topic:
totally random texture thread
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blackdog reacted to a post in a topic:
[CS:GO] ar_scanworld
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cashed reacted to a post in a topic:
totally random texture thread
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Bevster reacted to a post in a topic:
totally random texture thread
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Sersch reacted to a post in a topic:
ITT: Post maps/scenes that never saw the light of the day.
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Sersch started following Jenn0_Bing
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Sersch reacted to a post in a topic:
totally random texture thread
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Sersch started following Steppenwolf
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Hey guys, my latest arms race / deathmatch / aim map for CS:GO is finally done and can be downloaded from the Steam Workshop. I've teamed up with Stefan "Neahc" Irmler to create a small arena map with 3D scanned meshes. He made all trees and hunted down some really nice rocks in the Harz Mountains. I've retopologized, baked and color tweaked the rocks (removed some direct lighting here and there and matched their hue and brightness). Neahc also created the terrain textures and was able to set up a blend material for displacements to blend between four different texture sets on one displacement patch, which is the farthest you can get with ye good ol' Source engine. The map itself was done be me. I've also modeled two simple sets for the ruins and the large pipes. Of course there's always something I want to add, but I decided to finalize this level now and work on a new project (probably UT4), before it looks too dated to show here. If you like this map, you might want to check out my other two CS:GO maps (ar_chess and de_cliffside) as well.
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Oh man, all this marvellous Substance Designer stuff here, that's really nice. I can contribute a SciFi trim sheet as my first posting here. It's baked from a high poly created in Blender and textured in Substance Painter.
