Endritv Posted February 17, 2016 Report Posted February 17, 2016 (edited) . Edited June 5 by Endritv Quote
Evert Posted February 17, 2016 Report Posted February 17, 2016 (edited) https://www.reddit.com/r/earthpornhttps://www.reddit.com/r/citypornhttps://www.reddit.com/r/IWishIWasTherehttps://en.wikipedia.org/wiki/ImaginationlandEdit: not to be a cock, but looking around for inspiration as a start is usually super helpful, and then just go from there when looking for better references, narrowing down the theme. Edited February 17, 2016 by Evert Being a cock Utopia, Motanum, -HP- and 5 others 8 Quote
2d-chris Posted February 18, 2016 Report Posted February 18, 2016 (edited) Yeah what evert said, personally, even with a good theme you can make it boring or really cool, I know that is very subjective, but try to go for something that you've not seen much in a game before, or something iconic for what ever reason. A warehouse can be done ok, or done really well, but I doubt it would stand out as much as something like a telescope in a jungle like https://www.uvm.edu/newsadmin/uploads/arecibo3.jpg Location scouting for movies is a real thing, and it's no different in games - there is a skill to it, I've watched literally hundreds of documentaries about pretty mundane things (modern marvels, engineering and architecture) you'd be amazed how cool some of those areas you normally don't see are. Normal everyday locations and themes serve a purpose too, In the sense they prove a baseline for other levels to stand out - but I'm not sure I'd enjoy building those these days.A trick you can do to add more theme to your level, is to take a pretty normal location and add a twist, like a plane crash, post earthquake/disaster, extreme weather etc, theme is so much more than a location, it's a story. One final tip, it can be refreshing to find a theme that is more specific, a "City" is a huge amount of work to pull off, requires many assets and a lot of different sub themes, where as a power plant, sports stadium, warehouse or office is very manageable in terms of art, where you can reuse most of the art throughout the level without it becoming too boring, use tricks like different lighting and atmosphere to save time and give an area a unique feel, for example, a warehouse need's storage, utility rooms, car parking/garage entrance, office/staff room and toilets. You now have sub themes that fit your overall theme, the location should feel as if it would function. Edited February 18, 2016 by 2d-chris Vaya, will2k, Squad and 1 other 4 Quote
Endritv Posted February 18, 2016 Author Report Posted February 18, 2016 (edited) . Edited June 5 by Endritv Quote
blackdog Posted February 19, 2016 Report Posted February 19, 2016 How do you make a good layout when you have original theme ideas, that's my problem. Quote
-HP- Posted February 19, 2016 Report Posted February 19, 2016 How do you make a good layout when you have original theme ideas, that's my problem.Everything is researchable, nothing is 100% original. Everything has roots on something else. Quote
blackdog Posted February 19, 2016 Report Posted February 19, 2016 (edited) Well, I didn't mean to be literal, "original" as per "there are many ideas that haven't been explored in CSGO" -- I assume that's the game being referenced, but even if not, any game has themes that haven't been explored in that specific community. Edited February 19, 2016 by blackdog Quote
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