Wednesday, April 20, 2011

UT3 Crevase update


Hey guys,

Firstly apologies for the delayed update. I've been busy blocking out the level and there wouldnt have been much to talk about with lots of default chequred textures plastering the walls.


I've finished fleshing out the majority of the level and now its mainly lighting, details and game play.. I say it like its a small amount! There is still lots of work to do but I'm glad I've been sticking with it and I've definitely learnt a lot about BSP blocking in! I've also only used 3 or 4 different Unreal Meshes.

These first two shots are how the level looks from the outside. I've been playing with the Post Process effects and I'm happy with the outdoor look.



Below, shows inside the two central icebergs/refinery type areas. These two sections are the parts that join the blue base to the red base.



The images below are the results of starting the red base (the last bit I have left to block). Im happy with the flow, however the Post Processing here might be too harsh. What do people think? It kind of reminds me of old school Quake stuff which I love, but if people don't like it, I will probably end up changing it. 



I also played with the blue base Post Process. Do people think its an improvment or that the PP takes away all the bold light from previous updates?


Cheers for reading and welcome any kind of feedback. Especially on the post processing.

Thanks,

Pete

Tuesday, March 29, 2011

Deathmatch is Alive!

Hey guys,

Just a quick update of some screenshots I took of my level this evening. Im getting there with the textures, using purely BSP is a tricky thing, aking sure you have the correct sizes in all the places to make you materials fit in there nicely! I've tried and tested textures..some worked..some didnt, but I'm happy with the progress so far. I'm still playing around with lighting and materials so if anyone has any recommendations for me please fire away!



This is main room I've been playing around with today. I really like the towering structure. It has a lift inside it with a UTDamage pickup at the farrrr top indicated by the purple light. This is a tricky lift jump to achieve, it takes perfect timing and the lift only moves for .5seconds. Its tough, but worth the reward!





Kinda just an overview of the top section of the room. If the player reaches this point there is a sniper rifle waiting for them. Once collected they can double jump on to the top of the lift section and make their escape along the rafters to a large outdoor snow storm where they can pick players off. 




This is the top-tier again showing off lots of nice pretty orange lighting leading to the sniper rifle


Final shot is just the floor, a nice flow to this section I think but it needs something else to bring it alive. The weapon pick-up here is a link gun, any better suggestions of weapon choice? Also a string of health vials leading out

That's all for now folks, doesn't look like much progress but I have been blasting it pretty hard this evening!

Friday, March 25, 2011

Apologies about the oversized images!

These are the final submission screenshots for the World of Level Design contest. Let me know what you think!

Tombstone, Arizona



Hangman



Gold Rush


Thursday, March 24, 2011

Wednesday, March 23, 2011

WoLD Challenge WiP 23rd March

Hey guys,


A little bit of progress made this evening. Finally got the wall in. I'm terrible at modelling so when it comes to creating organic stuff my polygons look more block(y) than a rubix cube! But not to worry, im happy with the result. 






I also added some structure to the station with a possible story behind why its there. It was part of a mining camp rail line. Im still working on how to add some character to the actual station part but no ideas so far. It still feels flat and lifeless, and not lifeless in a good way!!




I have never really shown how my level was created either so here are a few screens to demonstrate this. In the rules thread I saw AlexG mention that the scene was more "movie set" than playable level, which gave me the idea to create a film set style scene. There is nothing behind the façades of the building which I think is a nice trick and I'm pretty happy with.





Does anyone have any input on the colours of lighting and dust ive used? I feel happy with it but I'd like a critical eye to pull it apart.

Cheers

Tuesday, March 22, 2011

WoLD Challenge WiP 22nd March

Whoa, doesn't time fly, the deadline is nearly upon us. Its inspiring to see everyone's brilliant progress. I apologise for not updating\responding for so long, again, a very busy week, but I have been plugging away at my scene when I get a spare 5 minutes! Here's the progress I've made, taking into consideration the changes about altering the dust in the desert and adding tipi's, although I tried them, they just didnt work in the scene. 

Now to tackle the American Indian settlement. I roughly modelled Tipi's and imported them into the scene so that it looked like this...









Apart from the basic modelling, no matter what size I tried them and on what rotation, they just didnt work. So now I'm left with an empty area..







Somethings missing but I just don't know what! I'm going to design a type of church to go near the bench so that a nice shot can be composed having the church in the foreground and the saloon across the street in the background really driving home the differences between the two cultures but apart from that I'm clueless. Any ideas?

Tuesday, March 15, 2011