[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.4609507 [View]
File: 479 KB, 917x647, layers of layers.png [View same] [iqdb] [saucenao] [google]
4609507

>>4609469
It's neat but really limited, you start having to just box areas in with the skybox (which is a big no-no for map optimization) and I'd imagine with some really complex geometry you'd start wreaking hell on the player's framerate, what with vis not really enjoying big parts of the level being anything but solid world brushwork. Granted, most modern computers wouldn't have an issue until you got to AD-level bits and bobs disappearing and reappearing, but it's always good to plan for various toasters and source ports (I keep old-school original WinQuake around just to make sure various map hacks work in legit VANILLA-vanilla, not just Quakespasm, and as it turns out as much as I hate Darkplaces it's really goddamn helpful for finding the modelindex of a specific mdl).

>Is it anything like pic related?
It's exactly like pic related, although I might be biased. Heh. Really though it's not that hard at all, speaking as someone who only got started with brush mapping with Trenchbroom and whose only previous attempt at using Hammer made me want to die. As silly as it sounds, experience with a CAD/CAM program like Solidworks definitely helps- same basic idea, building basic shapes in the void- but that's probably a thing not many people would have experience of and I'm way out of practice with it myself anyway.

The harder part is having the imagination to actually make and release a full map. I'm still working on that part.

Navigation
View posts[+24][+48][+96]