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Daniel Nilsson

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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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.

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