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Posted

Cross-post from my portfolio thread. I wrote a making of article of DM_Zest, showing a bit of my texture workflow and some considerations about layout, lighting and silhouette.

thiagoklafkecom_dmzest_01.jpg

thiagoklafkecom_dmzest_02.jpg

thiagoklafkecom_dmzest_07.jpg

The map can be download here and the making of can be read here.

Let me know what you think!

Posted

Nice article ! I alway love to see how artists work in backstage ^^ adn even ifi'm not familiar with Leveldesign, i'm alway impressed by level designer and their tips

Posted

Thanks for the write up, Mino. I've been trying to soak up as much info as I can regarding the source engine, it's the engine I have the least experience in (I wish I knew about the mod scene when I bought HL2 in 04') so this is much appreciated :derp:

Posted

Absolutely awesome to do this Mino :)! I haven't read through the whole thing, but just kinda quickly browsed through and read some of it so far, but you seem to bring up some very valid points and you're presenting your workflow really, really well!

Posted

you should definitely include an overview of your map in the layout section, if only to show how the map flows (typically in oldschool deathmatch levels, dead-ends are a big no no, and making everything smooth (visibly or not), is important for gameplay).

Posted

Thanks everyone, I'm glad to be of some use :)

you should definitely include an overview of your map in the layout section, if only to show how the map flows (typically in oldschool deathmatch levels, dead-ends are a big no no, and making everything smooth (visibly or not), is important for gameplay).

Great Idea, I'll try to update the article with this if i have the time!

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