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  3. Level Design

DM-Worm [Final]

  • Nurb
  • September 26, 2008 at 7:31 AM
  • Nurb
    • September 26, 2008 at 7:31 AM
    • #1

    Name: DM-Worm

    Version: Final


    Compatibility: UT3 1.3


    Description: A deathmatch level set in the lair of a giant worm-monster-thing.

    Comments: Almost all textures and static meshes are custom made by me. Almost all of the visible geometry is static mesh based.

    Few brushes where hurt during the making of this map.

    Please mail me if you have any bugreports or suggestions.

    Download:

    DOWNLOAD

    Screenshots:

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm1.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm2.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm3.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm4.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm5.jpg]

    Thanks to:

    Stevelois and other testers on the Epic Games forums, people at mapcore.net and the #unrealed channel on quakenet. Without your feedback the map wouldn't be half as good.

    My friends in the Decadence Mod team for boosting my morale when I've needed it.

    Hourences for writing an awesome book on level design and for having great UEd tuts on his website.

    Change log:

    Final:


    • [*:1etofana]Pushed the red light towards more yellow to create better balance between the teams in TDM.
      [*:1etofana]Tried to fix a weirdly stretched UV, but failed, so I covered it with grass instead
      [*:1etofana]Tweaked the botpaths a tiny bit more.
      [*:1etofana]Made a custom music arrangement with a mix of tracks and stingers that I think suits the environment better.

    Beta 3:


    • [*:1etofana]Removed 2 vials in the 50-a room
      [*:1etofana]Added 8 vials spread out over 2 places in the map, making small amounts of health available from more locations.
      [*:1etofana]Covered some bad looking UV seams with stuff.
      [*:1etofana]Worked on botpathing, making them use smarter paths and generally use the map better.

    Beta 2:


    • [*:1etofana]Added ambient sounds
      [*:1etofana]Added music
      [*:1etofana]Added pollen/dustmote particles
      [*:1etofana]Increased atmosphere with both higher heightfog density and a fog particle system
      [*:1etofana]Removed helmet
      [*:1etofana]Added 50-armor where the shock rifle was
      [*:1etofana]Moved shock rifle to a different place in the same room
      [*:1etofana]Removed a root in the shield-room that obstructed gameplay
      [*:1etofana]Added some new detail to the shock rifle room
      [*:1etofana]Somewhat altered post processing for increased contrast in order to compensate for the "washed-outness" caused by the new fog
      [*:1etofana]Made hanging goo somewhat green-ish instead of somewhat red-ish to better fit the color-scheme of the room it was used in
      [*:1etofana]Slightly altered the grass-material, giving it a bit more contrast

    My website: http://%7boption%7d

  • Scinbed
    • September 26, 2008 at 10:39 AM
    • #2

    Nice one.

    Will have a look later on.

  • BJA
    • September 26, 2008 at 4:53 PM
    • #3

    Looking great! those tentacle-like roots are a really nice touch, like that.

  • Freak
    • September 27, 2008 at 9:13 AM
    • #4

    really good work, gameplay and visuals are nice and i like the theme, that worm is cool

  • arhurt
    • September 27, 2008 at 3:35 PM
    • #5

    Awesome! I love the subtle lightning and the dampness of it all.

    That worm is freaking scary, could be a boss monster in some survival horror game!

  • Nurb
    • September 30, 2008 at 8:13 PM
    • #6

    Thanks for the comments all

  • 2d-chris
    • October 2, 2008 at 5:04 PM
    • #7

    Sweet level man.

  • aaron_da_killa
    • October 3, 2008 at 2:58 AM
    • #8

    Good stuff Nurb, I'd download it and tell you more of what I think but I don't have UT3 or any unreal engine games for that matter.

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