Some of you might know me as DarK, but my real name is Jonathan. I'm 21y old and I live in a little sh1thole called Uithoorn in the Netherlands. (Really.. its a deserted wasteland destroyed by some kind of alien blast) I finished my education Network Engineering Level 4 and am currently working as Quality Manager for Capgemini Retail Solutions.
I finished multiple certificates like ITIL v7 (Management, Consulting, Processes), Windows7 (And all its crap), and MCITP (Windows 2008 AD etc) and I'm on my way for more :)
In my spare time I like to bang the drums (not literally, but also not figurally :D), playing styles mostly like Deathmetal, Deathcore and other stuff related to death =D Have been playing since I were about 7 years old, learned from my good ol' papa :) and I even participated in the Dutch National championships when I were 14, in which I ended on the 9th spot in the Junior ranking :D I also love playing Pokemon and I'm a big fan of the Final Fantasy and Unreal series :) Have been playing Unreal 2004 and 3 since the drops as almost prime game every day.
My friends describe me as a sweet, enthousiastic person, who tends to keep things in perspective and will always go a 100% for the people that he cares about :) I think pretty much the same of myself, only that my enthousiasm tends to grab the upperhand and often gets me too exhausted or lets me speak too much. I have no relationship.. I had been with a girl for almost 4 years, which broke down because we differed too much. It was sad, but now that I think about it, I'm still a free person :)
My passion has already been in level design, be creative. Try to create what is created in your mind and let other people enjoy is one of the best things around. My dream and goal is therefor, stay in level design and grow further into that :)
welcome aboard & thx for the presentation, i m sure u ll find ur way around here, it s a good place to share ur work, to get feedback and to give feedback and comments back to others. we re trying to keep UT3 alive and as we all still enjoy the engine (even if we re all waiting for an upgrade to udk or ut4...) we re putting our work together : it have drive to two mappacks for now we re more PC oriented but i think we re all open to the PS3 (our mappacks have been converted for the PS3) ugh!
Ya screenies are looking quite interesting! If you have download links for them can ya post'em so we can check'em out and give feedback etc...!
Also if ya have any media links on ya band I'd be interested in hearing some of ya music. I listen to pretty much any type of music but I very much prefer Death and Black Metal!
-- Edited by Lord_PorkSword on Tuesday 22nd of November 2011 05:52:52 AM
Cool, sure. I'll post a link tonight from the OSC map pack I released with the 3 maps I have build so far. I'd like to hear some feedback from experienced mappers :)
Here is a demo record of one of our songs. This is more deathmetal. Its also still without vocals.. I started this band 3 weeks ago :P Drums were recorded on an electronic TAMA kit and cleaned up a bit through Cubase. Enjoy so far ;)
-- Edited by Darkn3sSx on Tuesday 22nd of November 2011 11:58:26 AM
-- Edited by Darkn3sSx on Tuesday 22nd of November 2011 11:59:02 AM
-- Edited by Darkn3sSx on Tuesday 22nd of November 2011 12:00:00 PM
-- Edited by Darkn3sSx on Tuesday 22nd of November 2011 12:00:22 PM
Sorry a bit late as well, but guess that's not bad. Real life...
Welcome aboard. Hope you will feel welcome and I hope you will stick to mapping. It's addicting and if you can get over yourself, the meshing won't be that bad anymore, more of a routine and the more you do it, the faster it will go (especially if you start to know all packages better than your own room which starts to be my case in UE3 as well, haha)!
It's a shame CTF is pretty much dead online, isn't it? If I'm playing a bit, I'm usually playing on vCTF servers. They have at least some players.
Thanks for the welcome Sly :) haha :P Im getting more familiar with the editor every day :P I think i'm so focused sometimes I really lose any dimensional sight of my room haha.
I seem to have a few problems though. one of the biggest are with Geometry. Im really fond of brushes full of geometry and HOLP'ish style maps. I see that the Geometry mode is much simpeler in UDK. Problem is, I cannot upgrade to a new Graphics card until next month. I need to do it with an Nvidia Geforce 8400 and 4GB DDR3, so my UDK runs slow, regardless of the lowest settings and disableing DIRX11=FALSE in the .ini . So I'm still using UE3 right now.
Cannot find any tutorials though. Has anyone found a good UE3 Geometry tutorial?
nice demo, i can feel the nordic metal style ;) it looks like we can convert the crew to a death metal band if UT3 is no more "updated"
Haha ;p We have evolved into more Deathcore now. Heavy breakdowns, palm-muted riffs, some nice bluesladders and sweeps and weird timings as well :P
For anyone that doesn't know what Deathcore is (which you probably do, who doesn't :P). Deathcore is a mix of death-metal and hardcore metal styles. It combines the speed of death metal, the power of grindcore/ brutal death and intense breakdowns used in Hardcore metal.
Example bands are: Despised Icon (which will always be my favourite) Labyrinthe Whitechapel All Shall Perish Divine Sins
For all death metal fans this is something you should really look up if you haven't heard about it before :) Really intense drums, heavy A or B tuned guitars and brutal vocals.
A basic (and official) tutorial about the usage of BSP in Unreal Engine 3. Just make sure you work on grid 16 as much as possible (higher recommended if possible), otherwise the UEd/BSP-Goblin will haunt your map, break some holes into your BSP and eat it, put its invisible, undestroyable tent somewhere to block paths, projectiles, hitscan shots and players and make you fall into nasty traps in walls, floors and whatever - even though they look solid - just to taunt you!
If you literally want to be a Hardcore Oldskool Low Poly-mapper (which is a lot of fun since you do not depend on static meshes and can create your very own style, I know what I am talking about, Unreal Engine 1 ftw!), you should stick very strictly to the golden rules of BSP mapping:
Stay on the grid!
Use the exponential function y=2^x (which is 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.) for your brush values.
Never make brushes too complex (that is what static meshes are for these days)!
Pay attention to your level's BSP-cuts (especially in UE3 this is very important since you cannot access any build options or make manual zoning due to the lack of zones)!
Use trimming for edges with a sudden texture change!
Never overlap two vertices as this can lead to BSP-errors or even critical errors (in the older engine generations)!
The less brushes, the better. Be a smart mapper!
Use semi-solid brushes for small details (mostly small stuff), pillars (depending on their architecture, you cannot subtract from semi-solids!), simple boxes and similar things to keep your cuts low and avoid unnecessary cuts.
and
The min. grid size for the overall architecture should be 16! For details you can lower it but you should also make a greater usage of semi-solid brushes to keep your BSP-cuts small!
If you stick to these rules, there is nothing that can go wrong, believe me (well, Bl!tz is an exception, he seems to ignore them in his maps and has somehow flawless BSP, don't ask me how! Probably some kind of weird spell he doesn't want to share with anybody or did he find a way to trick the goblin? lol).
Have fun and good luck with your maps!
-- Edited by Sly on Thursday 24th of November 2011 06:48:53 PM
A basic (and official) tutorial about the usage of BSP in Unreal Engine 3. Just make sure you work on grid 16 as much as possible (higher recommended if possible), otherwise the UEd/BSP-Goblin will haunt your map, break some holes into your BSP and eat it, put its invisible, undestroyable tent somewhere to block paths, projectiles, hitscan shots and players and make you fall into nasty traps in walls, floors and whatever - even though they look solid - just to taunt you!
If you literally want to be a Hardcore Oldskool Low Poly-mapper (which is a lot of fun since you do not depend on static meshes and can create your very own style, I know what I am talking about, Unreal Engine 1 ftw!), you should stick very strictly to the golden rules of BSP mapping:
Stay on the grid!
Use the exponential function y=2^x (which is 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.) for your brush values.
Never make brushes too complex (that is what static meshes are for these days)!
Pay attention to your level's BSP-cuts (especially in UE3 this is very important since you cannot access any build options or make manual zoning due to the lack of zones)!
Use trimming for edges with a sudden texture change!
Never overlap two vertices as this can lead to BSP-errors or even critical errors (in the older engine generations)!
The less brushes, the better. Be a smart mapper!
Use semi-solid brushes for small details (mostly small stuff), pillars (depending on their architecture, you cannot subtract from semi-solids!), simple boxes and similar things to keep your cuts low and avoid unnecessary cuts.
and
The min. grid size for the overall architecture should be 16! For details you can lower it but you should also make a greater usage of semi-solid brushes to keep your BSP-cuts small!
If you stick to these rules, there is nothing that can go wrong, believe me (well, Bl!tz is an exception, he seems to ignore them in his maps and has somehow flawless BSP, don't ask me how! Probably some kind of weird spell he doesn't want to share with anybody or did he find a way to trick the goblin? lol).
Have fun and good luck with your maps!
-- Edited by Sly on Thursday 24th of November 2011 06:48:53 PM
No problem! If you run across issues, check if you stuck to the rules and try to achieve your goal/to make your BSP construction in an alternative way. If you cannot find one, just post on this forum and we'll help you to find a solution.
@Sly:lol^^ me ? feeding the BSP trolls?....arrrrgh yeah...i was young and innocent when i did thoses mistakes...now i m....hm...still young but no more innocent....
agree with you @ 200%: keep ur bsp on the grid! :p