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Level Design Island of Misfit Toys-Failed Maps

I tried to make a bite-size urban map on the default terrain size, so it was only like 128x128m tops. I learnt how to place cover and also found out some of the pre-loaded buildings refused to have proper collision so placing blocker volumes correctly was a nightmare :eek:

a second one was a rehash of ensk from wot. I did a reasonable job going by memory, but I still had to eg put a proper texture on the lego-block buildings and make the train cars destructible. If I can find it I might throw it up somewhere, but I moved stuff around on the pc so I don't know where it is anymore
 
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Size isn't an issue with the Unreal Engine, polycount and draw calls are GPU limited.


As you see from the pic, Terrain2 is 500,0000 UU square. For RO2, 50 UU = 1 meter. Damn near fills the SDK grid. Yakovlevo is only 2.6 Km square, in comparison.


Most of it would just be background, combat areas would receive their own terrain actors. Detailing it without dropping to sub zero FPS is another matter. Adding heavy fog would make the surrounding terrain redundant. Quite the dilemma, one I stepped away from :D


Funny thing is, I interviewed Tim Sweeney back in 2004 talking about UE3:


http://www.beyondunreal.com/articles/bu-interviews-tim-sweeney-on-ue3


Back then, a Gigabyte of dedicated Video RAM was just a dream...
 

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