Hey guys, im new to the forum. I was adviced by Daniel Grafstrom, senior level designer for F.E.AR 2, to sign up to this forum as it has some great support and good advice and critque for levels/maps etc.
The crack basically is that i'm in my third year and the time has come to do my final year project. As i am studying games design as a degree i have covered most aspects of it, like design documents, 3d environments using max, character modelling, facial modelling, and games engines. I don't mind 3D work, but i found my true desire was to be a level designer. So i shall not bore you no more and cut to the chace, basically im using the unreal 3 editor as i have to learn another engine. I've started of using the source engine and have been for a while now so it was time to learn unreal.
Basically my final year project title is "How fear and tension is incorporated into a game environment" in other words, how do you make a level scary. what techniques etc. so at the moment i've got some of my level done, and played around with the lighting, and tried to make it flow alot better as the idea at the end of making this level is to test it on candidates, record their reactions when certain events happen in the level like, debre falling, lights turning on and off, sudden noises. As you can tell im going for a very F.E.A.R / Condemned approach as i feel those two games use those techniques very well.
Here are some screen shots of my current situation of the level, any critique would be very helpful. i will be updating this post quite often aswell, so please keep checking back. thanks.
This is the starting room, underground passage/sewer:
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/Start_room01.jpg]
This is the second room (machine room/Maintenance)
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room01.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_02.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_03.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_04.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_05.jpg]
This is leading down to the long hallway further down.
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_06.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/sec_room_07.jpg]
This is the long hallway leading to the factory level, now i know that long hallways and corridors are often frowned upon and should be avoid, but for this instance i actually need this because i will be using a kismet script to turn all the lights off individually from the back to the front, just like in the film the matrix if you remember. so basically it looks like darkeness is coming toward the player etc.
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/third_hallway_lights_01.jpg]
[Blocked Image: http://i246.photobucket.com/albums/gg118/manhuntworld/third_hallway_lights_02.jpg]
Just to add, not all the textures are final, so if you guys reccommened using any other textures in places, please do say ![]()
more to come soon.