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AEon last won the day on September 20 2015

AEon had the most liked content!


About AEon

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    Level Design

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  1. The sites are up again... and so is the wiki. You seem to have done a really good job updating the wiki, using my e.g. console command templates the way I initially used them. Looks good. Nice work!

  2. Just a few comments from an old-school mapper: * It might be helpful to mention that another way to get rid of vertices, e.g. when creating a ramp, is to "hover over them" in vertex mode and simply delete them. (Unless that has been removed?)... Merging vertices on a grid to remove them, what seems to be happening in your video, is something that would make me nervous. * Regarding snap distance: For older games like Q3A the snap distance choice had to do with optimizations in the map compile code (thus the multiples of 2, IIRC). I am not quite certain how far that still applies to Reflex. But as a good and still pertinent rule, try to use the largest grid you can for what you are doing. E.g. If you are blocking out a layout using a 64 unit grid for your main floors and walls etc. can help you avoid fiddling around with "small grid" blocks (brushes) early in the mapping process. This will help to quickly layout, only then go in and use smaller grid units on your details. Some old-school mapping tip there :). Q3A's GTKradiant also uses the 8 unit grid by default... and that has worked very well over the years. I still try to avoid using smaller grid sizes if possible. * On rotating brushes, e.g. 45°: I am probably a burnt mapper... rotation of brushes used to be a huge issue when trying to properly align brushes i.e. when trying to make a map "watertight" for vis e.g. under Q3A. This is no longer an issue for Reflex, but rotating brushes will very quickly get the vertices off grid, and trying to then nicely align them, as in clean mapping that lets you fix things later, one I should avoid using rotating brushes copiously. For meshes, that will usually be "smashed" into geometry, this is not so much an issue though. Bottom line: the more you can stay on grid the easier it will be to change and edit things later on. * Jumppad targets... the direction of the target entity is ignored, differing from the way the direction is important for teleporters. Just as a clarification, should anyone wonder. * Use of clip brushes... it is a good idea to keep the clipping logical, i.e. when you add a mesh then make the clip pretty much as large as the mesh, that way the player can predict the extent of the clipping. Nothing is more confusing than when the clipping is very much larger for no apparent reason. Nice tutorial... I have not mapped in Reflex for over a year, and the reminder of how things basically work it useful. P.S. and off topic... what happened to the edit buttons for forum posts? I.e. set color, add links and the like?
  3. map

    Very nice colour theme... very subtle. I love the tiling detail...
  4. Reminds me of Hauteville in the Blood & Wine DLC from the Witcher 3. Nice...
  5. promEUs, those shots all look really beautiful. I love the theme. And the "dig" / mine shafts look very convincing, neat.
  6. Whee... ammo as deco in the maps... yes... I see it as the first stepping stone for better bot navigation in maps...
  7. nyro, I really like the lighting on the vertically aligned corrugated metal walls, works really well with the clean walls and looks quite intriguing.
  8. New PC and this map from: Win 7 Pro, Intel Core i7 920 @ 2.67GHz, 6.00GB DDR3 @ 534MHz, 1024MB ATI Radeon HD 5850 to Win 10 Pro, Intel Core i7 6700K @ 4.00GHz, 16.0GB DDR4 @ 1068MHz, 6GB NVIDIA GeForce GTX 980 Ti (Gigabyte). Running about in this map I got 50-70 FPS with gfx settings pretty much up there, but with the new PC all settings at maximum at Full HD, I get 330-360 FPS... woha! Oh, on lowest gfx settings the map runs at ~1300 FPS... Map compile time used to be 23 minutes, with the new GPU it's down to about 2 minutes. So there will be no more whimpering from me about FPS and Reflex... on the contrary... Reflex is running too well
  9. That should really help some of the out there mappers. I only did a very little mapping, and really missed this. Whee... Great work on all the other updates...
  10. Actually, playing against bots was pretty much how all my map testing happened in the past 10 years for Q3A. Since the likelihood of playing the maps online for custom maps was pretty remote, even when the maps were very well made. Though adding bot support would be opening a huge can of worms, Q3A pulled it off well enough for FFA, but for other modes like CTF less so. Ideally, bot support would work in real time (no compiles), and would go beyond what Q3A had. I.e. that the mapper could drop "AI hints" into his/her map. E.g. hint at Rocket Jump opportunities, TP jumps, strafe jumps etc... that would be clearly understood paths for the bots. Ironically that would make the bots better at this than what I could pull off most of the time ;). I would very much not want a pathing system like in UT2K3+... i.e. bot support should work for every map out of the box, no explicit basic pathing would have to be added to maps to make them work. But additional tweaks could be done if needed.
  11. Interesting to see that there seems to be a trend towards more abstract and geometric designs, away from the meshes in the latest map releases. Nifty design there tehace.
  12. Interesting... I know from GTKradiant one would have to manually miter brushes to reduce the number of vertices. Do better modelling tools have a function for this? (e.g. "Reduce number of polygons") I'd imagine some manual editing would be required, i.e. to keep detail and look but using less polygons to keep the look. Just curious.
  13. Very stylish, I really like the colours and the design ideas here. The brighter cream corner pieces made of stone are unusual, but OK I think. Basically mixing "Gothic" stones and very modern and streamlined geometry will tend to looks out of place, slightly. IMO, especially on the far grey wall it looks a bit weird. I may be wrong but when using stones in the map, those should probably be used in a as clean and consistent manner as possible, i.e. in pristine sort of way, to fit with the clean design. So the cream corners seem fine, and also the straight up dark grey stone pillars moved into the wall on the very right. The more splotchy cream stone on the floor as deco, IMO less so.
  14. Creating depth in a map's view using even more of similar geometry is really appealing. One used to avoid that to not boggle down the FPS, making your map unusual in that respect. But Reflex seems to be better at coping with so much brush-based geometry. Very elegant.
  15. Hmmm... prior to .39 the fog was pretty much a brush-based hack used in the race maps IIRC. So I added it brush-wise as well to AEpyraR2 and it looked nice. Though it was strange that the fog brushes had playerclip. Then with .39 suddenly the whole map was covered in fog, not based on any brush entity as far as I can tell. So how does one control and apply fog properly? Letting folks turn off deco fog is a so-so thing. But to start knowing how to properly use fog would help, IMO. Thanks.