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  1. #1

    Old School Unreal Contest - Christopher Blundell

    My contribution to this contest will try to capture the level design style of UT99 but utilise the features of UT3. Specifically, I want to capture the UT99 feel by incorporating the following:
    • atrium-based game play
    • changes in height
    • use of colour
    • water (maybe)
    • iconic location markers
    • paths that intersect in the vertical plane
    • real sense of place
    And at the same time, I want to ensure that the map is identifiably a UT3 level by utilising:
    • highly detailed assets
    • making the map visually open to the outside world.
    As this is an additive map, I started out by BSP brushes to represent the game play space in the map and develop the interaction between the paths. Note: I have a character mesh in there so that I can keep an eye on scale.

    Last edited by Plutonic; 06-29-2008 at 03:44 PM.

  2. #2
    Join Date
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  3. #3
    Join Date
    Apr 2006
    Location
    Sheppey, England
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    ohhh, this reminds me of the map with all the jump pads, or am i thinking of quake???

    p.s. Dont forget to play the level in 1st person often, the player mesh can be misleading.
    Last edited by Kunakai; 06-10-2008 at 05:12 AM.

  4. #4
    Initially this method of development creates a map that looks like a classic 'platforms floating in space' level. At this point I don't intend the map to be that open, nor do I intend to use Jump Pads, unless play testing suggests that I might need to do so.
    Last edited by Plutonic; 06-10-2008 at 05:47 AM.

  5. #5
    Join Date
    Apr 2006
    Location
    Sheppey, England
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    336
    there go my hope's *wave*, lol still looks interesting

  6. #6
    Looking forward to your map, Plutonic; I know it will be great!

  7. #7
    With the basic layout created, I have moved on to adding the important structural elements, primarily to determine whether or not this would have in impact on the scale of the map. Additionally, I have started adding vertical BSP brushes to establish the sight lines.


    Next, the first pass at placing static meshes ...

  8. #8
    Join Date
    Sep 2002
    Location
    Ventura, California, USA
    Posts
    1,165
    Game on Plutonic!
    /me agrees with Luv Studd, somehow I know this will be a great map

  9. #9
    Glad to see you partecipating too (at the same time not so much, as seeing so many pros in the contest crushes all my hopes ), the map looks promising

  10. #10
    Now that my contribution to volume 1 of CBP3 is finished, I can give DM-Marauder more attention. I have started working on the general external environment - the map is at the top of a tower on a shore line.


    I've dropped in some weapons and bot paths to test the map; hopefully I will have a playable version available for DL soon.
    Last edited by Plutonic; 06-20-2008 at 10:02 PM.

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