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 pikoh - duel map, 1st stage screenshots inside 
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Joined: Thu Apr 21, 2011 1:41 am
Posts: 10
Post pikoh - duel map, 1st stage screenshots inside
hey : )

Ivan 'pikoh' Korzhuev
pikohru @ gmail . com
gametype: promode duel map


Last edited by pikoh on Thu Jun 09, 2011 3:04 am, edited 1 time in total.



Thu Apr 21, 2011 1:49 am
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Joined: Thu Apr 21, 2011 1:41 am
Posts: 10
Post Re: pikoh - Signup
Image


Sun Jun 05, 2011 11:56 pm
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - Signup
switched to netradiant due to its _floodlight. first stage shots without textures and lights, only gameplay geometry:

YA room with low RL
Image

central room with upper RL, LG and GA
Image

RA room is in very unfinished form yet
Image

Image

map visually will be stylize to underground shelter during the cold war with tubings for celling and etc, test version coming in few days i hope.


Thu Jun 09, 2011 2:25 am
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Joined: Sun Apr 25, 2010 2:03 pm
Posts: 68
Post Re: pikoh - duel map, 1st stage screenshots inside
I really like the tube-aspect of your map, screenshots look great but all those rounded surfaces could cause some problems if people play the map with lowered curve-detail settings. Still I'm excited to jump around in the first version :)!


Thu Jun 09, 2011 11:01 am
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - duel map, 1st stage screenshots inside
thanks, there is no curves but only brushes made by substract at this moment. Later on i'll create detailed model of tubings with weapclip


Thu Jun 09, 2011 11:15 am
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Joined: Fri Apr 22, 2011 4:20 pm
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Post Re: pikoh - duel map, 1st stage screenshots inside
Looks cool, I like the theme :D
Whats substract?


Thu Jun 09, 2011 11:23 pm
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Joined: Thu Apr 21, 2011 1:41 am
Posts: 10
Post Re: pikoh - duel map, 1st stage screenshots inside
bst i mean Brush->CSG->CSG Subtract, just misspelled


Fri Jun 10, 2011 12:04 am
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Joined: Fri Apr 22, 2011 4:20 pm
Posts: 50
Post Re: pikoh - duel map, 1st stage screenshots inside
Not sure if you know, but I remember reading about some serious problem with CSG subtract, that it can mess up your map by creating invisible/micro brushes (something along those lines). I'm not sure if those people used it wrongly though (I've never bothered to look into it much).


Sun Jun 12, 2011 11:41 am
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Joined: Sat May 08, 2010 8:24 pm
Posts: 24
Post Re: pikoh - duel map, 1st stage screenshots inside
Yep, subtract can cause various issues (it doesn't divide up brushwork optimally, can cause buggy faces/floating verts etc.).

Clipper is a better way to 'cut up' brushwork, but not in this situation. Those structural brushes will make your portal and vertex count pretty damn high. It's better to use a simplified caulked structure with patchwork over it - it'll also let you compile much faster.

You've got some very interesting geometry though and a great concept for a theme. I'm looking forward to what the final map will turn out like. :D


Sun Jun 12, 2011 12:45 pm
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Joined: Thu Apr 21, 2011 1:41 am
Posts: 10
Post Re: pikoh - duel map, 1st stage screenshots inside
bst did not know about it, but even obvious to me that subtract is not the optimal tool. Im sketching forms with csg subtract at this stage because it fast and easy to use.

TheMuffinMan after the geometry will formed, i will create a model in max and just import it. And thanks for your advice about simplified structure, surely will do this.


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Tue Jun 14, 2011 9:02 pm
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - duel map, 1st stage screenshots inside
new RA room shot


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Wed Jun 15, 2011 10:11 am
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - duel map, 1st stage screenshots inside
not too much progress on this week


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Fri Jun 24, 2011 8:03 pm
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - duel map, 1st stage screenshots inside
secret word with unfinished lg room


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Fri Jul 01, 2011 6:31 pm
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Joined: Thu Apr 21, 2011 1:41 am
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Post Re: pikoh - duel map, 1st stage screenshots inside
:|


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Sun Jul 10, 2011 9:41 am
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