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The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

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by Iye
Wed Jul 09, 2014 11:45 am
Forum: Alpha
Topic: Barekstad
Replies: 6
Views: 2657

Re: Barekstad

totally off topic, but this would do nice as a coh2 map. from the basic layout you posted you could do this as a map for about every gametype. bomb might be difficult, since you would have to ensure that a) either red or blue can reach both sites inthe same time or in case that b) red can rach one p...
by Iye
Tue Jul 01, 2014 3:39 pm
Forum: Radiant
Topic: "map has no node"
Replies: 2
Views: 1384

Re: "map has no node"

you could also try running a brush/ent cleanup. anyway, as it might be that your map leaked but the compiler didnt noticed (an outer brush isnt structural and worldspawn) as suggested here for testing ONLY you could try buulding a big box around everything, make it structural and worldspawn (it shou...
by Iye
Tue Mar 25, 2014 9:59 pm
Forum: Pre-alpha and concepts
Topic: Looking for map idea
Replies: 11
Views: 3138

Re: Looking for map idea

The name of the map i referred to in this post as a "generator facility whatever map" was ut4_desolate btw :) Just got around to play it, so i remembered this. :)
by Iye
Sat Mar 08, 2014 9:52 am
Forum: Competitions
Topic: CMM Design a Map Competition
Replies: 26
Views: 6849

Re: CMM Design a Map Competition

maybe i should have read the post and jot just stared at the imgs.....
n1 though ^^
by Iye
Sat Mar 08, 2014 9:49 am
Forum: Pre-alpha and concepts
Topic: Looking for map idea
Replies: 11
Views: 3138

Re: Looking for map idea

nah. i though you wanted to do an indoor map, so i think a single upper corridor would do it. maybe more sniper friendly. also you could arange it in a way that a player covering that corridor would also have a view on another way, as soon as he turns left/right. sonhe could do a more easy def job, ...
by Iye
Mon Mar 03, 2014 11:47 am
Forum: Competitions
Topic: CMM Design a Map Competition
Replies: 26
Views: 6849

Re: CMM Design a Map Competition

this is urt? xD
looks awesome.
how long did it take to render that?
and btw... how about performance drain in urt?
i recentlg realised that somestuff needs alot of power, because my gfx card died and im currently running on a intel HD 3300 or something like that
by Iye
Mon Mar 03, 2014 11:38 am
Forum: Pre-alpha and concepts
Topic: Looking for map idea
Replies: 11
Views: 3138

Re: Looking for map idea

hm. teleports you could place the portals in a way that they wouldnt get you closer to gour own flag. like they only get you to the opposite side of the map second level: hm. for a good ctf map (with that theme) i wouldnt do a second level. maybe something like a single upper floor way, like on that...
by Iye
Tue Feb 25, 2014 8:53 pm
Forum: Pre-alpha and concepts
Topic: ut_tutorial
Replies: 0
Views: 16414

ut_tutorial

oh well. someone had the idea that a tutorial map would be cool. i though this idea was awesome so i put together a small demo of it. the thread that started the misery can be found here Map Topic @ urt.info download: ut_tutorial.pk3 |Mediafire, 2MB .map included For suggestions regarding the conten...
by Iye
Tue Jan 21, 2014 10:25 pm
Forum: Radiant
Topic: Patch mesh count
Replies: 6
Views: 1952

Re: Patch mesh count

Oh yeah. second point could be pretty handy, since you dont have to get out your calc and count the brush ents :)
Had this problem with old town (you know, all the sharded windows...)
by Iye
Wed Jan 08, 2014 12:22 pm
Forum: Final
Topic: ut4_dogleg
Replies: 6
Views: 3223

Re: ut4_dogleg

yay. now get kazoo/massi/lithip/someone.... update it on lcdlc unmaps. too lazy to download it.
but the boxy lightning/textures aside i was already totally convinced of the previous version. Plays very well with 2-8 Players.

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