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Posted

I went through another one of those 11 day mapping challenges and though I would go for a more industrial theme this time. I went for a 1V1 or a small team at the most style of map and came up with pipeline. The collision is still very in optimised at this point and everything still needs work, but let me know what you think so far. I should add I have not been able to do much with the terrain yet as its doing that weard thing where I cant paint to it.

Download

http://postdownload.filefront.com/13661527//280f1bced31d9f7293ae5c910314e5370bc5fc6663da819382ce80413e6fbe7369b8c435b464e8e3

Thanks

Mat

PS: if you want to read the dev diary I kept on my site for the first 11 days: http://www.gearsofgames.net/sevendaymapping.htm

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Posted

Well, the bare bones of the map are there. It just lacks everything else. Detail, contrast , etc. I think you could do a lot more with the pipe than it just being a small thin thing passing through the map. Experiment, go crazy.

Posted

Cheers guys. Made me realise there is a lot more I could do with the theme. Working on some ideas with the pipe (see below). Far too much yellow too so starting to play around with the blue lights more.

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Posted

I think it looks like a random bunch of platforms and stuff thrown out in the desert. The environment doesn't merge into a unity and there doesn't seem to be a clear vision with the level design either tbh. Sorry if this all sounds harsh, but you should really attempt to atleast group meshes into larger structures or something so there is a contrast in scale (right now there are only smaller structures which seem just "dotted out"). Basically do a couple of strong visual objects that stand out. This would make both the environment and the gameplay seem more interesting at glance. And you should do something about the cliffs imo. Atm they have a very plain and bland texture. I know it is hard to texture large props without having them look tiled, but since they are far away you dont really need a high texture res on them and also you can alphablend between a couple of materials to break the surface up a bit (same thing goes for the ground!). Keep it up.

Oh btw, why does the ground terrain stop at the edge of the level (outside the fence). Keep the desert going until it dissapears in the fog or behind a cactus or something :< Your scene will be more believable for it..

Posted

Thanks Nurb,

When I read what you say and look back at it with that in mind I totally agree. I think again I have not had a strong direction. So I am going to re think the design and start again with the same general theme.

I had the terrain stop because I was going for a sort of raised platform type thing with several stations along the pipe but looking at it in its current setting it does not make sense at all.

Cheers

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