de_serenity

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Re: de_serenity

Postby Smurftyours on Sat Apr 27, 2013 8:07 pm

Xyos212 wrote:You can have open areas (func_visclustered), you can have func_details off the grid.

Yes, but just because you can do such things doesn't mean they are the best way to construct an environment or optimize a map.

If I really wanted to I could take a sphere and use it to carve out the geometry of BSPs to make landscapes, but does that make it a good idea? No. Its still a horrible idea.

Xyos212 wrote:Some udk games now dont even make simple walls with brushes anymore, its all models. It can be done in source as well.

You should stop trying to compare apples to oranges. UDK and Source on a fundamental level are very different. Claiming that just because one engine has the ability to construct environments completely out of models doesn't mean that the other can even come close to being able to take on such a task.

Xyos212 wrote:Almost 100% models. Its construction is not going to be similar to a Brushwork based map.

Your map with models removed looks like this;
Image
The majority of your map isn't models, it is func_details. You used the statement that your map is "Almost 100% models" to justify the sloppiness of your work rather then spending the time to actually fix it. Even if your map was almost 100% models, you would once again be incorrect in saying that the construction of your map wouldn't be similar. Just because you substitute brushes for models doesn't make it so that the engine no longer requires the same rules of optimization and usage of brushes to construct a efficient environment.

Xyos212 wrote:I do have a problem with ignorant criticism thats delivered in a disrespectful and nasty way liks Smurf has been doing. The ignorant part comes from not knowing what I func_detailed and what was a model assuming it was BSP.

I can tell what is a func_detail and what isn't and just to remind yourself of that take a glance up your screen again. I also know exactly what was models as opposed to the brushes, and details. The only thing that stemmed from ignorance here was your claim that I didn't know what I was looking at.

Xyos212 wrote:This post is primarily for Smurf. Smurf I dont know what your problem with me is, but you seem to be either jealous, or just a nasty person. Every post you have made has been derogatory and insulting. I am well aware of mapping on Source, its not complicated, I've been at it since 1.6. If you want to nitpick my map, do it respectfully and properly.

Yes, my first post was not constructive and pretty silly. I'll give you that, but when I started to seriously address issues in your map in a 'respectful' and 'proper' manner you began to make up excuses of why so many things were done incorrectly throughout your map. You defended your mistakes by claiming that its no longer necessary to care about doing things right just because technology can lessen the burden of optimization.

Its pretty obvious that when the going gets tough, you get going.
jangalomph wrote:Wise words from a wise man. ^
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Re: de_serenity

Postby Xyos212 on Sat Apr 27, 2013 8:32 pm

Smurftyours wrote:
Xyos212 wrote:You can have open areas (func_visclustered), you can have func_details off the grid.

Yes, but just because you can do such things doesn't mean they are the best way to construct an environment or optimize a map.

If I really wanted to I could take a sphere and use it to carve out the geometry of BSPs to make landscapes, but does that make it a good idea? No. Its still a horrible idea.

Xyos212 wrote:Some udk games now dont even make simple walls with brushes anymore, its all models. It can be done in source as well.

You should stop trying to compare apples to oranges. UDK and Source on a fundamental level are very different. Claiming that just because one engine has the ability to construct environments completely out of models doesn't mean that the other can even come close to being able to take on such a task.

Xyos212 wrote:Almost 100% models. Its construction is not going to be similar to a Brushwork based map.

Your map with models removed looks like this;
Image
The majority of your map isn't models, it is func_details. You used the statement that your map is "Almost 100% models" to justify the sloppiness of your work rather then spending the time to actually fix it. Even if your map was almost 100% models, you would once again be incorrect in saying that the construction of your map wouldn't be similar. Just because you substitute brushes for models doesn't make it so that the engine no longer requires the same rules of optimization and usage of brushes to construct a efficient environment.

Xyos212 wrote:I do have a problem with ignorant criticism thats delivered in a disrespectful and nasty way liks Smurf has been doing. The ignorant part comes from not knowing what I func_detailed and what was a model assuming it was BSP.

I can tell what is a func_detail and what isn't and just to remind yourself of that take a glance up your screen again. I also know exactly what was models as opposed to the brushes, and details. The only thing that stemmed from ignorance here was your claim that I didn't know what I was looking at.

Xyos212 wrote:This post is primarily for Smurf. Smurf I dont know what your problem with me is, but you seem to be either jealous, or just a nasty person. Every post you have made has been derogatory and insulting. I am well aware of mapping on Source, its not complicated, I've been at it since 1.6. If you want to nitpick my map, do it respectfully and properly.

Yes, my first post was not constructive and pretty silly. I'll give you that, but when I started to seriously address issues in your map in a 'respectful' and 'proper' manner you began to make up excuses of why so many things were done incorrectly throughout your map. You defended your mistakes by claiming that its no longer necessary to care about doing things right just because technology can lessen the burden of optimization.

Its pretty obvious that when the going gets tough, you get going.


Your right, I made some mistakes and its not perfect, but I feel the tough part at least for me was the creation of all that brushwork and models :) I still stand by my comments on how Source is more forgiving now though. Ill keep your comments in mind for my next project.

I apologize for being overly defensive. Your points are valid, I just take issue with how you deliver them.
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Re: de_serenity

Postby Smurftyours on Sat Apr 27, 2013 8:45 pm

PEACE AT LAST!
jangalomph wrote:Wise words from a wise man. ^
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Re: de_serenity

Postby nub on Sat Apr 27, 2013 10:44 pm

First impressions are important on a forum like this where users are always critiquing each others' work. If you look at an author's map and make an immature remark about it, it's only natural that the author will lose his respect for you and your feedback.

Just my two cents.
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Re: de_serenity

Postby Major Banter on Sat Apr 27, 2013 10:57 pm

I can see the start of a beautiful relationship here :[]:

Kudos to both of you.
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