Not having created an Unreal level, I don't know how this is handled in their engine. Anyone have experience with it?


If I remember correctly, it worked in the opposite manner from Quake... You started with a large block. Then you carved out the sections you wanted for a level, like a giant cave. Supposedly it made VIS leaks near impossible. I didn't like it much.

And RE: the office spaces... I remember one level, I think it was from SiN, that was a giant Kid's Playroom. You (and your opponents) were the size of G.I. joes... It rocked hard! I think that it's the only example I can think of that fits the theme and was fun, tho. And of course, it was engineered to be non-realistic.
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Synergy [orange]mk2, 42G: [blue] mk2a, 10G[/blue][/green] I tried Patience, but it took too long.