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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.
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Looks like fun, nice design too.
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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.
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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.
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there go my hope's *wave*, lol still looks interesting
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Looking forward to your map, Plutonic; I know it will be great!
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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 ...
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Game on Plutonic!
/me agrees with Luv Studd, somehow I know this will be a great map
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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
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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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