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Eternity Changes by Daniel "Nisse" Nilsson


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Just finished with the basic layout, of course still subject to change. 

 

YJlwNh8.png

 

Next step now is to fix somethings I already spotted, add weapons/ items and then arrange a little playtest. I haven't focused at all on looks yet, that will come at a later stage.

Edited by Daniel Nilsson
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Silly side note. I have a little habit of naming levels after the music I listen to at the time of naming it. For example the UE4 white box challenge level was called New Damage after a Soundgarden song and before that I've also made a map called Rusty Cage (also Soundgarden). This time I listened to the excellent Forever Changes record by Love, but I thought that Eternity sounded more Quake/Lovecraftian :)

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Uploaded a little clip of me jumping around the level like a fool, will do some more item placement and then force some friends to do a playtest ;) Have not settled on style and texturing yet, think I'll go with some basic Gothic themed and try to make it look like a stock Q3 level. Will probably start worrying about looks next week. 

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Had a playtest with Grillet and another friend and I think it played quite well!
Biggest fault was that it was a bit too dark. Other things I'll change to next time: Will try to switch out the plasma to a Quad, making the room it was in more of a central room, also make some adjustments to that room. Adjust a teleporter a bit. Add some doors at appropriate places. Changes to one of the stairs. But mostly more light! 

 

Will record a demo next playtest and upload a clip!

Edited by Daniel Nilsson
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Here comes the promised update! :) 

Here's some footage of me running around checking out the level then there's a short clip of deathmatch between Grillet, Mawnsson and me (sorry Hipshot forgot to a ask you ).

 

 

Some areas start to take form while others is still quite "alpha".

From the playtest I mostly learnt places I should add player clip to and some minor tweaks, take away some hiding spots (a spot behind a teleport for instance), make it a bit brighter. Before I was afraid that it was too small and that you could get around too quick, but for three players it didn't feel too small at all, I think 4-6 would be ideal but even 7-8 could work.

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  • 2 weeks later...

It's been a while since the last update, have been out of town a bit but now I'm back! :) At the moment I would say it plays better then it looks but I'm hoping to balance that out the last three weeks (by making it prettier :) not making the gameplay worse) Will focus on texturing, adding trims and details and lighting. Will also see what I can do to make the hellfog look better besides lights.

 

the video got a bit darker then ideal...


 

Took some screens with the cmds /noclip /cg_draw2D 0 /cg_draw_gun 0

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I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 

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I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php 

 

Not necessary, I've already rented a server, details will be shared soon.

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I have a bit different look on the hellfog throughout the level (not intentionally) and I don't know what causes it. Does anyone have an idea? 

 

At places it's almost opaque and others it gives out a bit spotty light. I would like it to look like the one to the left. The depth of it is the same on all the places.

 

KEvGM3v.png

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Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work.

 

Thanks that did the trick! Except for the weird shadow spots, I had them before at another place, also with the fog. I think those disappeared when I was deleting some brush and remade an area... So don't have anything specific to go on but will try to find it.    

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    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
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