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pikoh - duel map, 1st stage screenshots inside
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Author:  pikoh [ Thu Apr 21, 2011 1:49 am ]
Post subject:  pikoh - duel map, 1st stage screenshots inside

hey : )

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

Author:  pikoh [ Sun Jun 05, 2011 11:56 pm ]
Post subject:  Re: pikoh - Signup

Image

Author:  pikoh [ Thu Jun 09, 2011 2:25 am ]
Post subject:  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.

Author:  WTFProoF?! [ Thu Jun 09, 2011 11:01 am ]
Post subject:  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 :)!

Author:  pikoh [ Thu Jun 09, 2011 11:15 am ]
Post subject:  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

Author:  bst [ Thu Jun 09, 2011 11:23 pm ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

Looks cool, I like the theme :D
Whats substract?

Author:  pikoh [ Fri Jun 10, 2011 12:04 am ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

bst i mean Brush->CSG->CSG Subtract, just misspelled

Author:  bst [ Sun Jun 12, 2011 11:41 am ]
Post subject:  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).

Author:  TheMuffinMan [ Sun Jun 12, 2011 12:45 pm ]
Post subject:  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

Author:  pikoh [ Tue Jun 14, 2011 9:02 pm ]
Post subject:  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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Author:  pikoh [ Wed Jun 15, 2011 10:11 am ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

new RA room shot

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Author:  pikoh [ Fri Jun 24, 2011 8:03 pm ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

not too much progress on this week

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Author:  pikoh [ Fri Jul 01, 2011 6:31 pm ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

secret word with unfinished lg room

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Author:  pikoh [ Sun Jul 10, 2011 9:41 am ]
Post subject:  Re: pikoh - duel map, 1st stage screenshots inside

:|

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