hessi Posted April 9, 2009 Report Posted April 9, 2009 don't stick too close to the real world! try to rearrange elements of the real world in a gameplay compliant manner. Quote
VoodooBenshee Posted April 9, 2009 Report Posted April 9, 2009 Albatros":209iv97y] @VoodooBenshee: I'm trying to map an area around the Stadttheater and the Hotel Quellenhof. I'd have loved to get the Dome or the main square into the setting, but that'd have meant overkill both model- and vis-wise . uh that will be a lot of work u know that? Quote
Albatros Posted April 9, 2009 Report Posted April 9, 2009 I've been working on that scene for 5 months now ;) it's a crazy amount of work. @Hessi: Sure thing, I've used that method for DoD_Nuernberg, too. Larger portions of big cities completely rebuilt 1 : 1 in source... still a no go, I'm afraid. So yeah, reception and creativity are the tools I need to make this work :/. I already exchanged the huge Quellenhof for Berlin's Kaiserhof (called "Hotel Kaiser" in RnL_Aachen), and the walking distances shouldn't exceed 20% of the real distances. Makes the Tram take some unusually tight corners along it's way, but once again the good old trade-off between playability, historical accuracy and technical practicability. In other words: it what sucks. Quote
Youme Posted April 10, 2009 Report Posted April 10, 2009 Have many many pictures of an upcoming map, only stitched cleverly together into some sort of moving image Quote
DvS Posted April 10, 2009 Report Posted April 10, 2009 Have many many pictures of an upcoming map, only stitched cleverly together into some sort of moving image Very nice, but could seriously use 3 or 4 more detail passes, looks like a ghost town. Quote
Youme Posted April 11, 2009 Report Posted April 11, 2009 Yeah it's getting the major detail passes now, all the details that had been done up until yesterday were all key structural details. The next few days will be pretty much soley spend on the little things. Quote
Jenn0_Bing Posted April 14, 2009 Report Posted April 14, 2009 Some stuff I've been doing for Uni. We were told to make a game demo in groups of 5 this semester, my group is doing a sort of platformer with a Steampunk style. All the custom assets are my own. Quote
acapulco Posted April 14, 2009 Report Posted April 14, 2009 The assets look cool but the whole scene really falls apart. Background does not really match with any of the assets. They are dark and creepy and the rest is bright and light an normal. Would make a real nicer scene with just one style. So chose creepy and dark or the other things... Quote
mjens Posted April 15, 2009 Report Posted April 15, 2009 That chimneys looks funny, it's thick but not so tall. I suggest making taller buildings and chimneys (use some references to get proper scale of similiar scene), remove light from windows or modify them. Also the props looks like not finished... Some refs: Quote
Jenn0_Bing Posted April 15, 2009 Report Posted April 15, 2009 Hey, thanks for the comments guys. I can see what acapulco means about the clash of styles, i hadn't really thought about that before. I'm not sure which way i would fix that, id probably make the background creepier but that would probably make it a little too dark overall. @ Seir: I would include some taller structures, but I'm really pushed for time with this. As such that might be why the props look a little unfinished, I've been rushing the assets through a little more than i usually would. I like the reference of the mine head, i would have made some structures similar if i had time, I've got a few similar refs already. Ive saved these as well now . If i had my way i wouldn't be doing the LD myself, i find it quite frustrating generally. but circumstances in my group mean I've unfortunately found myself doing both assets and level design so i have to split my time between both. I might put some more work into it over the summer, after I've done my presentation with it at uni. Quote
Steppenwolf Posted April 15, 2009 Report Posted April 15, 2009 A little something i started to work on 4 days ago. A race track for rFactor! It's the Sachsenring in germany, only 30 km away from my hometown. I have been there to a lot of MotoGP and Touring car races. A lot of fun to work on this for me. The track editor that i use is also a very nice little program with lots of neat features. It feels like a mix between traditional level design and 3D modeling. Close up shots in the future when its a little more detailed and polished. Quote
Minos Posted April 15, 2009 Report Posted April 15, 2009 Cool start Stepp! I've been meaning to model some f-zero-esque tracks within DS specs for quite a long time =) Quote
the0rthopaedicsurgeon Posted April 15, 2009 Report Posted April 15, 2009 Are you using Bob's Track Builder? I downloaded the trial and tried to make Mika Hakkinen's ideal circuit from an old Mclaren magazine I inexplicably own but I got the scale wrong and made it about 50 miles long with no way to fix it. Quote
Steppenwolf Posted April 16, 2009 Report Posted April 16, 2009 Yes i use Bob's track builder. For my track i created a path of it in google.earth and then imported it into the track builder as the base for it. I also took a screenshot in google earth and placed it under the track as reference to get all scales, walls etc right. The lenght is almost perfect (only around 35 m shorter then the real thing, thats less then 1% difference). Quote
Schmung Posted April 16, 2009 Report Posted April 16, 2009 DAmm, that track builder app looks awesome. I think I'm gonna have to give that a go. Quote
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