Jump to content

Endurance By Greg "Flipout" Ward


Recommended Posts

That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches.

 

Love your avatar dude. Good to read you made it to Id Software.

Link to comment

That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches.

 

I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on...

 

As someone working on a map built entirely from models, what kind of problems should I be looking out for?  I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it.  Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright.

Link to comment

Well, I think the biggest issue would be if you feel like changing things later on, it's much more of a hustle to edit and export models and then recompile, especially if you do small changes multiple times.

 

Other issues has to do with lightmaps and large models (not your case though), bots and auto collision (can be avoided buy having passable models and just brushes underneath. Sometimes I've noted that decals from weapons won't stick to models. It takes more time to create models than regular brushes when you do something as simple as a wall etc etc

Link to comment

 

That looks like a great start! I like what you did with the layout and the curves. Though it's probably best to do this in the editor with simple patches.

 

I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on...

 

As someone working on a map built entirely from models, what kind of problems should I be looking out for?  I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it.  Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright.

 

 

Read this

Link to comment

  • MapCore on Discord

  • Our picks

    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
      • 15 replies
×
×
  • Create New...