blackdog Posted July 16, 2013 Report Share Posted July 16, 2013 Nice colors! (maybe just a bit too much of yellow around? – i'm imagining it with HDR, it wouldn't be that easy for the eyes) Quote Link to comment Share on other sites More sharing options...
Cuplacakes Posted July 16, 2013 Report Share Posted July 16, 2013 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 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. 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. holiestcows 1 Quote Link to comment Share on other sites More sharing options...
TarrySruman Posted July 16, 2013 Report Share Posted July 16, 2013 holiestcows: That neon yellow is bad. You can do bright colors but that is really hard on the eyes. Cuplacakes: Looking pretty good for an early WIP. Work on breaking up those repetitive textures though. Also, your description makes it sound like you're going to be adding a lot of lights/moving things/etc. in the scenery area above the level. Be careful about doing this, since you don't want to end up drawing the player's eye away from the gameplay area and to some distracting scenery, Quote Link to comment Share on other sites More sharing options...
Minos Posted July 16, 2013 Report Share Posted July 16, 2013 Beginning the art pass. (cross posting) Love it, finally a CS:GO map that doesn't look like CS I love the colors but you could try a neutral color pm the containers so they are not on your face so much. The water could also use some love! Keep up the good work Nexusdog 1 Quote Link to comment Share on other sites More sharing options...
Cuplacakes Posted July 17, 2013 Report Share Posted July 17, 2013 Cuplacakes: Looking pretty good for an early WIP. Work on breaking up those repetitive textures though. Also, your description makes it sound like you're going to be adding a lot of lights/moving things/etc. in the scenery area above the level. Be careful about doing this, since you don't want to end up drawing the player's eye away from the gameplay area and to some distracting scenery, Hey, thanks a lot! I'll bear in mind what you said about the textures in mind. And yes, the map is going to have many, many dynamic elements, I am contemplating even having dynamic weather. On the contrary to all of these vertical elements being distracting, they will be designed to draw players eyes upwards, and hopefully, towards the upper levels of the arena. The map will have many Z-axis battles, and hopefully by having eye catching elements above the player, I will be able to persuade them to not only look at the floor in front of them. In the meantime, here is a slight visual update: The pictures are links! ⌐■_■ 1 Quote Link to comment Share on other sites More sharing options...
Pericolos0 Posted July 18, 2013 Report Share Posted July 18, 2013 Beginning the art pass. (cross posting) wow that looks fantastic! Quote Link to comment Share on other sites More sharing options...
Vilham Posted July 18, 2013 Report Share Posted July 18, 2013 Yup, im liking the vibrant colours. Should be easier to pick out player characters from the background. Quote Link to comment Share on other sites More sharing options...
Pampers Posted July 18, 2013 Report Share Posted July 18, 2013 the sky and sea are already blue, use another color for the containers Quote Link to comment Share on other sites More sharing options...
Kosire Posted July 18, 2013 Report Share Posted July 18, 2013 the sky and sea are already blue, use another color for the containers This. Maybe red or orange? Quote Link to comment Share on other sites More sharing options...
dux Posted July 18, 2013 Report Share Posted July 18, 2013 Yeah make the crates red and tone down the yellow. It's blowing my eyeballs out the back of my head. Quote Link to comment Share on other sites More sharing options...
Pericolos0 Posted July 18, 2013 Report Share Posted July 18, 2013 Dont listen to them, keep them blue!!! AtsEst, The Horse Strangler and 2d-chris 3 Quote Link to comment Share on other sites More sharing options...
The Horse Strangler Posted July 19, 2013 Report Share Posted July 19, 2013 Yeah I don't plan to put any red in there, blue is already the primary contrast, otherwise it's going to look like mcdonalds up in there! I'd like to get some more orange elements in there, but much more subtle and not as in your face. 'RZL 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted July 19, 2013 Report Share Posted July 19, 2013 Will you color-code the bombsites Holiestcows? Quote Link to comment Share on other sites More sharing options...
The Horse Strangler Posted July 19, 2013 Report Share Posted July 19, 2013 Probably not, but their location is unique enough right now. One is inside a building, and the other is on the main drill platform. Quote Link to comment Share on other sites More sharing options...
redchurch Posted July 20, 2013 Report Share Posted July 20, 2013 Botanical Gardens WIP. The meshes in the indoor area aren't lighting very well at the moment... Indoor area is a little bit too small. Both shown areas have too many straight lines along the edge of the map, needs a lot of breaking the lines/symmetry. Each of the two areas built in a day. One day spent sketching layouts on graph paper. The layout is changing a lot as I build and find ways to break symmetry by overlapping rooms/areas and to avoid "room hall room" syndrome. I still have 4+ more smaller areas to build. A rear loading, storage and seedling greenhouse area, front entrance and parking, possibly a gift shop. So maybe by next week it'll be ready for testing and start the art process. Sentura, Nexusdog and ⌐■_■ 3 Quote Link to comment Share on other sites More sharing options...
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