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Sprony

Quake Champions

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19 hours ago, Mitch Mitchell said:
  1. Create BSP level, playtest the hell out of it until it shines like the tower of the pharaohs.
  2. Apply a script-aware texture/material to walls, floors, ceilings, windows, doors and differentiate between outside and inside.
  3. Apply script to map/level
  4. Script asks where the walls, floors, ceilings, windows and door meshes are - trims are assumptive.
  5. Script auto-populates level with said meshes, keeping inside the 'dimensions' of the BSP Geometry.
  6. Script has a 'seed' to RNG the usage of meshes for variety.
  7. Profit.

I'd rather they didn't release any kind of editor than put me through that soulless bastardisation of hobbyist level design.

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17 hours ago, text_fish said:

I'd rather they didn't release any kind of editor than put me through that soulless bastardisation of hobbyist level design.

It's a time-saver. A massive time-saver. If you'll permit me: it's a time-saver so large and important that it would cut down the amazon rain forest with the right-click of the mouse.

 

It would not be something for final designs, it would be for final analysis.

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