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  3. Level Design

WIP Level Design Final

  • von*ferret
  • May 12, 2005 at 1:49 AM
  • von*ferret
    • May 12, 2005 at 1:49 AM
    • #1

    This is my final so far for level design. its based off of Rivendell from Lord of the Rings. I still have to work out details like making buildings less square and more interesting. No textures have been created, and NOTHING has been textured so far except for the trees and waterfalls. Lighting is not final. This is a CTF level and will be mirrored when the project is done. I'm responsible for everything except for the inside of the giant building. Enjoy.

    [Blocked Image: http://www.thevon.net/wip1.jpg]

    [Blocked Image: http://www.thevon.net/wip2.jpg]

    [Blocked Image: http://www.thevon.net/wip3.jpg]

    [Blocked Image: http://www.thevon.net/wip4.jpg]

    [Blocked Image: http://www.thevon.net/wip5.jpg]

    [Blocked Image: http://www.thevon.net/wip6.jpg]

    [Blocked Image: http://www.thevon.net/wip7.jpg]

    Tree Model:

    [Blocked Image: http://www.thevon.net/v1.jpg]

    Added Low Polytreeline:

    [Blocked Image: http://www.thevon.net/wip8.jpg]

    [Blocked Image: http://www.thevon.net/wip9.jpg]

  • Crackerjack
    • May 12, 2005 at 1:51 AM
    • #2

    Wow, thats looking really sweet already. Looking forward to seeing the final product.

  • mike-0
    • May 12, 2005 at 2:11 AM
    • #3

    woah... never seen anything like it. strait up awesome.

  • InsaneSingingBlender
    • May 12, 2005 at 3:05 AM
    • #4

    that is really fkn leet man, great job

  • kleinluka
    • May 12, 2005 at 3:06 AM
    • #5

    I like it!

    One thing I'd definitely change is the smoothing on those archways. The way you have them right now they dont have much shape definition and look like they are made of pudding Tweak your smoothing groups!

    [Blocked Image: http://img100.echo.cx/img100/9852/ferret14yr.jpg]

  • von*ferret
    • May 12, 2005 at 4:35 AM
    • #6

    unreal plays tricks with my smoothing groups, I'll work to fix it. Thanks for pointing that out.

  • kleinluka
    • May 12, 2005 at 5:03 AM
    • #7

    One more thing, some areas seem very dark / almost black. Not sure what it looks like ingame but I'd brighten it up a liiiiittle bit, just so you dont have those really dark spots in the map. Don't destroy the nice contrast you have while doing it, just slightly brighten it up.

  • Minos
    • May 12, 2005 at 5:15 AM
    • #8

    Cool ferret, looking good so far! Dunno how that would work as a CTF level tho, what are ur plans to contrast both parts ?

  • Algor
    • May 12, 2005 at 5:41 AM
    • #9

    Nice improvements, looks like you're learning the tech fairly well

  • von*ferret
    • May 12, 2005 at 5:52 AM
    • #10

    one side has red lighting and detailed painting (like flags, trims ect), and the other has blue. Learning the tech as I go, doing what I need when it calls for it ect.

  • Mazy
    • May 12, 2005 at 8:40 AM
    • #11

    looking quite nice fetter, cant wait to see it polished

  • PhilipK
    • May 12, 2005 at 9:08 AM
    • #12

    awesome stuff ferr@von~~

    really likes it so far.

  • Hourences
    • May 12, 2005 at 9:10 AM
    • #13

    I would use custom textures when you start texturing and also lots of wood to make it more peacefull and friendlyer

    When youre done we wont see the edge of the terrain anymore right ?

    Light really needs a lot of work but you said so

    Colored team lighting is the absolute worst thing you could possibly do to a map like this

    Your smoothing groups are possibly messed up because you assigned no smoothing groups in max, if a model has no group assigned to a face UED will asign it to group 1 and thus might end up smoothing the whole thing

  • FrieChamp
    • May 12, 2005 at 11:36 AM
    • #14

    I don't know how much work you put into the terrain so far, but I would make it a lot wider and higher, to get the valley feeling. Then players also won't just look into big emptiness/in the sky.

    It's an interesting theme and looks perfect for a deathmatch map to me, why CTF?

  • st0lve
    • May 12, 2005 at 2:08 PM
    • #15

    nice!

  • DaanO
    • May 12, 2005 at 4:07 PM
    • #16

    ferret this is awesome. map desperately needs 3d skybox though to make it bigger

  • ReNo
    • May 12, 2005 at 5:08 PM
    • #17

    That third screenshot is a real beauty! Map is looking great, its impressive how quickly you've nailed the tech and got upto such a high standard. I echo all the suggestions others have made, but it really is a nice piece of work already. I'm always impressed by the way Unreal has water flowing into waterfalls so seamlessly

  • Zacker
    • May 12, 2005 at 5:35 PM
    • #18

    Looks nice indeed, but I love the UT engine:) I agree with most people here. The map needs more details and the terrain needs to be much bigger.

  • Lee3dee
    • May 12, 2005 at 7:16 PM
    • #19

    looks awesome, could you explain how u made those trees. They look like planes on the branches.

  • von*ferret
    • May 12, 2005 at 8:08 PM
    • #20

    There will be 2 levels of terrain and a 3d skybox for depth. But i have gamplay priorities to settle before I can work on those touches. I only have the 1st level of terrain that defines the game zone. There will be a lot less stone. I just have the base stone texture for testing of the static meshes. Most of the stuff will look like carved wood. The walls just have a brick texture to define them as walls. They'll again get custom. Everything will be 100% custom except maybe the terrain because I dont know if I'll have time to make a bunch of terrain textures ontop of all the meshes I'm responsible for finishing. There is one more area in the level but I'm nearly as done with it yet to show you.

    All of the water is one giant mesh. I UVW"d it with a texture panner to get it to flow properly. I didn't use any fluid surfaces or anything for it.

    Trees are just a trunk with a _lot_ of planes. For the tree ridge that I showed in the updated last shot I just rendered out a bunch of my trees and took the alpha channel and made a texture out of it. Than made a plane, applied the texture and made perpindicular trees to give it a little depth. Not hard and its noticable if you get too lcose, but for the average gamer (not a developer like us) you wont really notice that its a plane and it'll just look like dense forest.

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