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Posts by Cuplacakes

  • CTF Despos Update 2

    • Cuplacakes
    • July 17, 2013 at 9:26 PM

    Hey y’all!


    I thought that I would try to keep everybody up to date with the progress I have been making on CTF Despos (formerly known as Despot).


    I spent the majority of this morning working on the visuals in the level. And seeing as pictures speak a thousand words, here’s 16 of them!


    The Pictures are links


    [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/skyway.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/flagbase.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/closeflag.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/sniperalley.jpg?w=1000&h=]

  • WIP in WIP, post your level screenshots!

    • Cuplacakes
    • July 16, 2013 at 3:05 PM

    Hey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion. Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun. This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time. In the interests of getting these levels finished in a timely manner, the rules are as follows: No Custom MeshesNo Custom MaterialsNo Major Changes To Existing LayoutsWhat you see below, is the product of a mornings work on one of the most promising layouts that I found. Click here, or on any of the below images, to see more pictures, and jump straight to my site. [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/slumstoscrapers.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/redflagbase.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/upwardsglance.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/defenseboulevard.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/burningsun.jpg?w=1000&h=][Blocked Image: http://georgehulm.files.wordpress.com/2013/07/redflagbase.jpg?w=1000&h=] I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust. There are a set of contrasts that comprise the main visual themes of the map, which are: The contrast between Light and DarkThe contrast between the shining spires up above, and the grotty slums belowThe contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways. I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs. I will try to keep everyone updated, Feedback is very welcome.

  • CTF Despos Update 2

    • Cuplacakes
    • July 16, 2013 at 2:55 PM

    CTF Despos


    Scroll to bottom for newest screenshots


    Posted on July 16, 2013 by georgehulmHey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion.

    Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun.

    This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time.

    In the interests of getting these levels finished in a timely manner, the rules are as follows:

    • No Custom Meshes
    • No Custom Materials
    • No Major Changes To Existing Layouts

    What you see below, is the product of a mornings work on one of the most promising layouts that I found.

    Click here, or on any of the below images, to see more pictures, and jump straight to my site.

    [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/upwardsglance.jpg?w=1000&h=]

    [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/defenseboulevard.jpg?w=1000&h=]

    [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/redflagbase.jpg?w=1000&h=]

    I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust.

    There are a set of contrasts that comprise the main visual themes of the map, which are:

    • The contrast between Light and Dark
    • The contrast between the shining spires up above, and the grotty slums below
    • The contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways.

    I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs.

    I will try to keep everyone updated, Feedback is very welcome.

  • George Hulm - Level Designer

    • Cuplacakes
    • July 16, 2013 at 10:01 AM

    Updated on 15/08/2013 [Blocked Image: http://georgehulm.files.wordpress.com/2013/08/cropped-jpegbanneraugust.jpg] Showreel

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Environment Art [Blocked Image: http://georgehulm.files.wordpress.com/2013/08/mysticalforest2.png?w=520&h=292] [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/steampunk1.png?w=520&h=292] [Blocked Image: http://georgehulm.files.wordpress.com/2013/08/abandonedhanger1.png?w=520&h=292] [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/space1.png?w=520&h=292] [Blocked Image: http://georgehulm.files.wordpress.com/2013/07/hogwarts2.png?w=520&h=292] Timelapses [Blocked Image: http://gyazo.com/75c9c7bda5e113d1db383bb51021faeb.png] Sketchbook [Blocked Image: http://georgehulm.files.wordpress.com/2013/08/charachtersheet2.png?w=520&h=273]

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