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A level design YouTube channel idea I have.
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Author:  Castle [ 03-22-2014 05:18 PM ]
Post subject:  A level design YouTube channel idea I have.

So here is a a Youtube channel I have that is dedicated to level design. Its still an early concept for me and it has a lot of kinks. I feel like i need to really figure out a format for the show that isn't nearly 1 hour long episodes. So far its only covering the creation of one level and from what I can tell its going to take like 5 hours of time lapse footage to cover the full creation of an entire level from start to finish lol... At a video a week its also a lot of work to both make a level and a video.

Episode 03
http://www.youtube.com/watch?v=_ZkQMtsS1qY

Episode 02
http://www.youtube.com/watch?v=2O7ljRXSoOA

Episode 01
http://www.youtube.com/watch?v=mtryzLGEXjo

What do you guys think???

Author:  xer0s [ 03-22-2014 05:21 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

You think you level editing boys can come in here to GD and hang with the big dogs?

Author:  shaft [ 03-22-2014 05:25 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Looks great Castle :up:

Author:  Castle [ 03-22-2014 05:27 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

xer0s wrote:
You think you level editing boys can come in here to GD and hang with the big dogs?


HAHA!!

*leans forward* Yes.

Author:  SoM [ 03-22-2014 05:50 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

are you sitting on a dick in the first vid ?

Author:  Whiskey 7 [ 03-22-2014 05:56 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

xer0s wrote:
You think you level editing boys can come in here to GD and hang with the big dogs?


His bark is worse than his than his bite :)

I was going to say welcome to Q3W Castle but will say welcome to the world of GD :paranoid:

Level Editing & Modeling people are are breed in themselves an your EP1 supports that.
I believe it shows promise :up: Congrats to a job well done.

Seeing and jumping through the video makes me want to get back into TF2 ;)

Author:  Castle [ 03-22-2014 06:04 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

SoM wrote:
are you sitting on a dick in the first vid ?


Always

Author:  Castle [ 03-22-2014 06:06 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Whiskey 7 wrote:
xer0s wrote:
You think you level editing boys can come in here to GD and hang with the big dogs?


His bark is worse than his than his bite :)

I was going to say welcome to Q3W Castle but will say welcome to the world of GD :paranoid:

Level Editing & Modeling people are are breed in themselves an your EP1 supports that.
I believe it shows promise :up: Congrats to a job well done.

Seeing and jumping through the video makes me want to get back into TF2 ;)


Don't congrats yet!! I have to finish the map!

The TF2 mapping community is off the wall badass. I felt spoiled from the old days of Quake 3 mapping but this kinda puts it to shame ><

Author:  HM-PuFFNSTuFF [ 03-22-2014 08:36 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Thanks for the great feedback guys! I have been working on the production of this video and I hope you enjoy our youtube channel. Cheers!

p.s. episode 4 is coming don't worry...

RM

Author:  LawL [ 03-22-2014 08:59 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Fuck off Goth fag. :olo:

Author:  Whiskey 7 [ 03-22-2014 09:41 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Congrats to a job well done (to date) and I was going to mention the hair but thought better of it.

Author:  Castle [ 03-22-2014 10:08 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Goth fag reporting in! LOL

Has General discussion always been like this all these years? I never knew XD

Author:  Whiskey 7 [ 03-22-2014 11:10 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

I see your join date and raise my hat

Joined: 28 Dec 2000

In answer, no it has taken 2 or 3 for it to collapse methinks :smirk:

Author:  Castle [ 03-22-2014 11:28 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

hmm I wonder if that date is right. I remember coming to this place in the late 90s. I had at least a couple of years before my first level design job in the industry. Quake 3 world is where it happened though.

Author:  Tsakali [ 03-23-2014 01:00 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

I use to call people fags before it was cool.

Author:  HM-PuFFNSTuFF [ 03-23-2014 05:04 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

I am Russell Meakim guys. This guy is an imposter.

Author:  obsidian [ 03-23-2014 06:16 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

NOTE: Moved to LEM, but left a shadow topic in GD.

Author:  Castle [ 03-23-2014 08:22 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

I most likely should have put this in level editing anyway. I didn't think that GD had gone so crazy.

Author:  mrd [ 03-24-2014 05:40 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

GD was never actually sane.

Author:  Castle [ 03-24-2014 06:38 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Yeah I guess so. I always thought my really really old posts were bad but GD seems like 4chan lite in comparison.

This community is among the oldest in the game industry though. Though I imagine Doom World has its share of nut jobs XD

Author:  Eraser [ 03-25-2014 01:05 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

What editor did you use for Hexen?

Author:  Castle [ 03-25-2014 11:54 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

Eraser wrote:
What editor did you use for Hexen?


GZDoom builder 1.14

For a full list of all editors, engines and games I want to work with in the series.
https://docs.google.com/drawings/d/1aDDpgry-cFBIm5eSfZ26kdwDrxVrJFv5JBehCHSxLLE/edit?usp=sharing

And for that matter I did a bunch of reading up on Entity plus and look forward to working with it! What happens to a key if it is destroyed when the player dies in a death pit? There is an entity that removes the backpack. I assume the key will be in the players backpack on death.

Also running out of respawns causing the game to error out sounds like it needs some attention. There needs to be some kind of a system in place like lives and a game over state.

Author:  kaustic [ 03-25-2014 04:51 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

I liked your vids (1 and 2. Didn't get to watch 3 yet). I don't have much experience with Hammer.
Its been 4 or 5 years since the last time I messed with it. Call me weird but I like GtkRadiant 1.5,
even with its bugs. If I understand correctly a person can build maps with radiant (no entities or
textures) and port them over to Hammer and finish it there.

Author:  Castle [ 03-25-2014 07:37 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

kaustic wrote:
I liked your vids (1 and 2. Didn't get to watch 3 yet). I don't have much experience with Hammer.
Its been 4 or 5 years since the last time I messed with it. Call me weird but I like GtkRadiant 1.5,
even with its bugs. If I understand correctly a person can build maps with radiant (no entities or
textures) and port them over to Hammer and finish it there.


To compare Hammer with Radiant I would describe radiant as a fast motorcycle likely to crash while Hammer is a brisk moving armored truck. Both tools have strange things about them but its hard to ignore the fact that Radiant's brush manipulation is superior on a very basic level. Which by itself is a big deal due to the fact that you spend most of your time working with brushes!

I would highly suggest learning Hammer no matter the cost as it very easily sits in the most steady work horse in the major brush based editor Arena. Hammer also has a superior Terrain system when compared to CODRadiant and laughably better when compared to Team Arena terrain. This means all organic level geometry is far more intuitive to work with compared to all other brush based editor options. The ability to convert brushes to tessellated meshes complete with a paint tool, blends and decals is fucking genius.

Author:  Eraser [ 03-26-2014 06:52 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

No id Tech 5? Seems more useful than speculating about id Tech 6, which hasn't even been announced yet.

Oh also, QOOLE is another Q1/Q2 level editor. It was kinda shitty but had some interesting features nonetheless.

Author:  AEon [ 03-26-2014 11:18 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

QuArK was the one that let you group brushes, I really liked it back then before GTKradiant. Differing from Qoole it actually let you properly rotate brushwork, Qoole tended to crash. Actually registered QuArK and Qoole :).

Worldcraft became Hammer, and I really hated Worldcraft... again back then in the Quake II mapping times.

Author:  Castle [ 03-26-2014 11:40 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

Eraser wrote:
No id Tech 5? Seems more useful than speculating about id Tech 6, which hasn't even been announced yet.

Oh also, QOOLE is another Q1/Q2 level editor. It was kinda shitty but had some interesting features nonetheless.


At this point in time I am questioning myself to even include modern pure idtech. I know that's a travesty on my levels especially considering where I am saying this but Id sadly has not been able to keep up with Epic, Crytech, Dice or Valve. It would likely be a better idea for me to replace idtech with the modern engine Titanfall is running now that i think about it.

I can add QOOLE to the list!

Author:  Castle [ 03-26-2014 11:43 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

AEon wrote:
QuArK was the one that let you group brushes, I really liked it back then before GTKradiant. Differing from Qoole is actually let you properly rotate brushwork, Qoole tended to crash. Actually registered QuArK and Qoole :).

Worldcraft became Hammer, and I really hated Worldcraft... again back then in the Quake II mapping times.


One of the things that sticks out between WorldCraft and Hammer is that, compared to all other editors, they have barely changed! There are differences yes, but they are typically subtle in nature in most cases. Worldcraft to Hammer is like a time capsule. lol

Author:  Eraser [ 03-26-2014 01:55 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

QOOLE was a bit funny in that it saved maps in its own file format, with coordinates as float numbers. When converting to .map format at compile time, these coordinates were converted to ints, which could lead to leaks due to rounding errors. Occurred with rotating geometry and such.

Author:  Castle [ 03-26-2014 02:17 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Eraser wrote:
QOOLE was a bit funny in that it saved maps in its own file format, with coordinates as float numbers. When converting to .map format at compile time, these coordinates were converted to ints, which could lead to leaks due to rounding errors. Occurred with rotating geometry and such.


I wonder if this has been fixed at all. XD

Author:  Castle [ 04-16-2014 08:36 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

Just a heads up, i just uploaded the latest and final video that shows the art phase of my TF2 CTF map.

You can check it out here http://youtu.be/yLBRL4VQ7B4

enjoy!

Author:  AEon [ 04-16-2014 11:21 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

After having watched the other TF2 videos, I felt the map was pretty much there, even in texture. That you actually went in an completely redid textures and most of the models, was somewhat of a shock. Funny to see the yellow "caulk" textures TF2 uses.

Personally I don't like TF2 as a game, but I love the levels, textures, models and the design. Many of your small details, adding extra brushes along the ceiling edges, grates, windows, rooftops, the whole canyon at the base of the damn, the windows into closed off areas, all the nifty rock (especially the roundish rock view up), are all quite inspirational... just reminding everyone that such relatively simple details can make the map look so much nicer.

I felt that a few areas in the corridors could use a bit more detail, e.g. the floors just had one texture and looked flat, maybe adding some more "patching up" (like repaired areas) might look nice. Some other areas, IIRC, the bases could use slightly more models, and the central area between the trucks looked empty in comparison as well.

I have to admit the mirroring of the map is a real nightmare in TF2, without a mirror tool or add-on, that would really drive me nuts.

The mesh manipulation, watching you do that, was really interesting. And that you can apparently paint blending is also quite nifty.

Anyway good job.

Hmmm... going back to *really* old engines, i.e. Wolfenstein, I am not quite sure how instructive that actually is. Personally, I'd probably only go back to about Duke Nuk'em 3D, since that was the last and most modern of 2.5D engine back then. Never built anything for Wolfenstein (did not even play it), so it would still be interesting though.

Author:  Castle [ 04-17-2014 07:17 PM ]
Post subject:  Re: A level design YouTube channel idea I have.

AEon wrote:
After having watched the other TF2 videos, I felt the map was pretty much there, even in texture. That you actually went in an completely redid textures and most of the models, was somewhat of a shock. Funny to see the yellow "caulk" textures TF2 uses.


Yeah, its almost like they have quake 3 mappers in their ranks who one day got upset at the lack of caulk lol

AEon wrote:
I felt that a few areas in the corridors could use a bit more detail, e.g. the floors just had one texture and looked flat, maybe adding some more "patching up" (like repaired areas) might look nice. Some other areas, IIRC, the bases could use slightly more models, and the central area between the trucks looked empty in comparison as well.


This point here brings up something that has been mentioned a few times about Valves ideal mapping methodology. Its called density of detail.
http://www.nodraw.net/2010/08/tf2-density-of-detailing/

Its possible I have not thought about the detail in this level with Valves mindset. What is worth noting about this is that i find this to be somewhat unique to TF2 as CS:GO, COD and Quake all tend to aim for a uniform detail density. Its an interesting topic I think! :)

AEon wrote:
I have to admit the mirroring of the map is a real nightmare in TF2, without a mirror tool or add-on, that would really drive me nuts.


Its bad but it didn't feel Team Arena terrain out of brushes bad to me.

AEon wrote:
The mesh manipulation, watching you do that, was really interesting. And that you can apparently paint blending is also quite nifty.


IMHO its the industry leading method for creating organic geometry out of brushes.

AEon wrote:
Anyway good job.


Thanks!

AEon wrote:
Hmmm... going back to *really* old engines, i.e. Wolfenstein, I am not quite sure how instructive that actually is. Personally, I'd probably only go back to about Duke Nuk'em 3D, since that was the last and most modern of 2.5D engine back then. Never built anything for Wolfenstein (did not even play it), so it would still be interesting though.


The nice thing is it will be short and to the point for a change. My goal is to show the fundamentals of level design by showing the evolution of the FPS. One map for each game!!

Author:  Eraser [ 04-18-2014 12:06 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

lol, I created entire Wolf3D episodes with custom levels, custom graphics and custom sound effects. All was unfortunately lost in a freak harddrive accident :tear:

Author:  AEon [ 04-18-2014 01:50 AM ]
Post subject:  Re: A level design YouTube channel idea I have.

Castle,
on the uniformity of detail density... thinking about it a bit, I seem to have gone the typical Q3A way of uniform density everywhere. Though I do try to have areas of special interest. This might have to do with trying to get a consistent frame rate throughout the map.

I just read the link you posted, and I would imagine the bases, where all the action takes place have the lowest frame rate of the whole map. This is actually really bad, especially with many player models also in view. And all the trivial corridors are way too "fluid" FPS-wise. I think Valve gets away with this kind of mapping because the hardware has become so fast, that it simply does not matter any longer.

Don't get me wrong, the concept of adding detail to gameplay important areas is a good one, never thought about it much, so quite instructive... it is also efficient: put the most effort into what gets looked at the most... a staple of Half-Life 2 design.

So in the case of your map, you "should" be adding more detail to the bases, i.e. detail at all entry points to paths, and even less in the central yard... at least according to that article... hmm...

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