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DM_Zest "Making of article"

  • Minos
  • April 4, 2011 at 7:50 PM
  • Minos
    • April 4, 2011 at 7:50 PM
    • #1

    Cross-post from my portfolio thread. I wrote a making of article of DM_Zest, showing a bit of my texture workflow and some considerations about layout, lighting and silhouette.

    [Blocked Image: http://www.thiagoklafke.com/images_2011/th…m_dmzest_01.jpg]

    [Blocked Image: http://www.thiagoklafke.com/images_2011/th…m_dmzest_02.jpg]

    [Blocked Image: http://www.thiagoklafke.com/images_2011/th…m_dmzest_07.jpg]

    The map can be download here and the making of can be read here.

    Let me know what you think!

  • Em'
    • April 4, 2011 at 10:11 PM
    • #2

    Nice article ! I alway love to see how artists work in backstage ^^ adn even ifi'm not familiar with Leveldesign, i'm alway impressed by level designer and their tips

  • Bunglo
    • April 4, 2011 at 10:12 PM
    • #3

    Thanks for the write up, Mino. I've been trying to soak up as much info as I can regarding the source engine, it's the engine I have the least experience in (I wish I knew about the mod scene when I bought HL2 in 04') so this is much appreciated :derp:

  • PhilipK
    • April 7, 2011 at 7:05 AM
    • #4

    Absolutely awesome to do this Mino ! I haven't read through the whole thing, but just kinda quickly browsed through and read some of it so far, but you seem to bring up some very valid points and you're presenting your workflow really, really well!

  • Sentura
    • April 7, 2011 at 10:38 AM
    • #5

    you should definitely include an overview of your map in the layout section, if only to show how the map flows (typically in oldschool deathmatch levels, dead-ends are a big no no, and making everything smooth (visibly or not), is important for gameplay).

  • D3ads
    • April 7, 2011 at 3:52 PM
    • #6

    Great article, really interesting stuff

  • Minos
    • April 7, 2011 at 5:39 PM
    • #7

    Thanks everyone, I'm glad to be of some use

    Quote from Sentura

    you should definitely include an overview of your map in the layout section, if only to show how the map flows (typically in oldschool deathmatch levels, dead-ends are a big no no, and making everything smooth (visibly or not), is important for gameplay).

    Great Idea, I'll try to update the article with this if i have the time!

  • dux
    • April 7, 2011 at 6:36 PM
    • #8

    With a name like zest I kept expecting to see hovering fruit.

  • luque
    • April 8, 2011 at 7:53 AM
    • #9

    Really inspiring stuff, will give this method a try

  • Nysuatro
    • April 10, 2011 at 9:57 AM
    • #10

    Minotauro, you are awesome. High Five!!!

  • RA7
    • April 15, 2011 at 6:28 PM
    • #11

    ehhr i missed this???? / bad me.. will check tha map out asap!!

  • ⌐■_■
    • April 16, 2011 at 2:54 PM
    • #12

    great read, absolutely love it. thanks Thiago

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