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Posted

Hi my name is Brian Birnbaum, you may know me as LATTEH. I've been doing level design/Enviroment art for a while. As im writing this i just started planning and blocking out my level and i wanted to share all my Reference's and drawings with you guys.


GameModes:Push(the main one i designed it for) and Skirmish
Download:http://steamcommunity.com/sharedfiles/filedetails/?id=306044712&tscn=1409081568
I wanted something unique that the game doesn't have, I thought of several ideas. but while i was browsing i found an image that inspired me to make.


QDgAZZQ.jpg

After I saw this I immediately wanted to design a level set in a location like this so i start designing using this and multiple images as reference.


UWkq6tyl.jpg


8TZkJV7l.jpg

I have a location a setting and a theme only thing left is to design something. There are multiple ways todo it, you can sketch it on paper, use photoshop, Building it in googles sketch up or just skip all that and go right into the editor. I choose to use a pen and paper. Using pen and paper is easier for me because you don't need to be in front of the computer 100% of the time to make the sketch. For this my main goal was to make something i didn't do before.

I started by writing down what i wanted out of the level. then i drew a small sketch of the land scape and capture zones. Then finally i drew the path ways while looking at my reference images (for architecture and other things).

EfxpCkIl.jpg

Whoo i sketched it all out! My drawing skills aren't that great the main thing is that everything isn't to scale. This is a big issue! It makes it harder to block out and keep all the distance's correct for gameplay. I will usually just fix all this in the editor so it feels more balanced. We don't want one team to be able to control everything or get to the play space before the other team.

Now lets open the editor and start blocking out. In this phase i will try to keep the scale correct, but sometimes i let it slide to fit all my pathways and then rescale everything correctly. Here you can see all the pathways i put down over time:
D6TClR2l.jpg


JIzC32al.jpg
7oadiVRl.jpg
HxikoGXl.jpg


Whoo now this doesn't look like a lot, but at this stage is where a lot of people quit. Mostly because they aren't seeing any real results yet.


I posted this on another forum i forgot to post it here but i wanted to put in the update:

bNE7tgcl.jpg

 

ehQORTql.jpg

 

qj2QCdIl.jpg

 

jVdsvafl.jpg

 

iQB8JfAl.jpg

 

kZUzj28l.jpg

 

0SLN2Nul.jpg

 

0x9HIfFl.jpg

 

 

 

 

  • 2 weeks later...
Posted (edited)

I really only did some detailing, change log:

-Some changes to the layout (covered some areas with the sand bags/bucket things)

-added Firefight and skirmish, skirmish is buggy though

-Moved Ins forward spawn more into the middle

I want to test this map but i can't get my server to show up in the master list. (home hosted) Its something todo with comcast's crapy modem it won't forward ports. Does anyone have a server or could host my map for some testing? :D

Some new screens, Still need todo something with all the brown :gonk: :

8J4Vpeel.jpg

0MN58ukl.jpg

QFqLV49l.jpg

DTWQZ9ll.jpg

HSFU9sTl.jpg

 

Edit:

Bonus shots.

efE9960.jpg

FRG12Bo.jpg

zmFLcaJ.jpg

Edited by LATTEH
  • 2 weeks later...
Posted

That's cool man, love the feeling around the pond. Don't know what kind of optimisation you have made but if this can help you, for ins_heights, as the map was very openned, like yours, I didn't lost time on portaling and just covered all the map with a giant viscluster, then worked on props visibility, some area_portal_windows for indoors and far z clip. I don't know if the team kept this for the release of the game (I left before) but it worked well. O fcourse this don't allow a fully detailled map but map in Ins are so big anyway. That's worst a try :)

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