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Symetrical Levels


von*ferret

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My final project involves making a "Final Gameplay Level." Normaly this wouldn't phase me however I want to do a CTF level that is symetrical for learning curve reasons. My problem is from an artist/aesthetic point of view in that I find symetrical things horribly ugly. So this bring me to the topic of the thread. I would like to brainstorm with mapcore things level designers can do to make a symetrical level feel less symetric. Rules for this are BSP Brushes may not be different, but static meshes can be slightly different.

Some ideas I had:

Lighting plays a huge part of mood atmosphere and in teamplay games, where bases are. So I could use light color to designate different moods for either side. A "warm" color vs a "cold" color. Not only can ambient light be different but I can tint my volumetric light differently dependingly?

Modern vs. Decayed. The "warm" red side could look vibrant and alive while the "cool" blue side have a decayed feeling in both texture and models?

mapcore help me!

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the way i see it. whats going to make or break it will be how the 2 sides connect to eachother. if its just some plainass open area like in tfc kiss it bye bye. as for ugly symmetry. i have noticed in UT they manage to pull it off pretty well. as for distinguishing the 2 sides im classic and color does it all for me.

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A lot depends on the static meshes available to you. You could go for fire vs ice theme, the classic red vs blue, you know. Or an 'organic' vs 'tech' theme, though organic shapes sometimes are more trouble than they're worth. Maybe a 'chess' type theme, black and white marble with gold and silver trims... and so forth. i dunno what your basic ideas are, so it's hard to elaborate on them :D

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Maybe it was just the way you described it, but to me, i see you making an awesome outdoor/base oriented tfc map, remember that just because the level is symetrical doesnt mean the bases have to look exactly the same

an idea for the warm vs cool, off the top of my head i thought of the opposite kind of of your idea, the red base could possibly the more chaotic base (fire, decayed buildings, etc) while the blue side could have the base thats more organic, and easy on the eyes

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Good vs Evil ? One side is like a church and the other side is like a temple to satan. The church would have a 'neutral' feeling (most yellow and white lighting) whereas the satan side (warm feeling of course) could be lit with candles, bonfires, and other random crap (D3 could help u on this heh). The only problem is that the satan side would be darker if you go for a "vatican" look on the god part (extremely bright areas with gold everywhere) but with a bit of creativity that wouldnt be a problem at all.

Random ideas for both sides:

God: White marble walls with golden trims, golden details and huge paintings on the ceiling. Mosaics. Maybe some plants. you cold make a garden in the middle and on the evil part the same garden would be a lava pit or something like that.

Satan: Corpses all over the place. Bonfires, ruins, blood (a waterfall of blood would be pretty neat heh), lava. You could get some ideas from Quake3.

Thats a cool idea and I never seen any CTF map like that.

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A lot depends on the static meshes available to you. You could go for fire vs ice theme, the classic red vs blue, you know. Or an 'organic' vs 'tech' theme, though organic shapes sometimes are more trouble than they're worth. Maybe a 'chess' type theme, black and white marble with gold and silver trims... and so forth. i dunno what your basic ideas are, so it's hard to elaborate on them :D

I'll be building 100% custom everything so meshes isn't really a problem.

I like the idea of one side being nicely trimmed plantlife while the other side has wild grown and somewhat dead looking plantlife. Maybe even tint the colors of flowers that bloomed? Just small things to really make you feel like you're on one side vs the other.

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If anybody knows Soul Reaver, that effect would be cool. You'd basically treat each side as another dimension and the border of the symetry as a "passageway" to the other realm. As the player crosses over the textures would change as wel as the props into their otherwordly form.

Well, I guess it will at least trick out the "crossing the border"

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Well, say you have some sort of power house... futuristic type. On one side have the machinery that is producing the electricity, be it pumps, flowing etc that give off a redish glow, well maybe the pumps and such dont have to give off the glow but you get the point. Then on the other side have power cupplings that give off a blueish glow to show that the power generator is working and such and for the links in between.. have wires running through it as if it were a connector... which it is :D

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Same with a water-based facility (pumping station, etc) - one end could be pristine, centred perhaps around a control room type locale for the 'base', gradiating towards more rusty and grungy decor, dripping water, pools of stagnant liquid, until the opposing side's pumping equipment sewer hole base is reached.

obligatory flood traps, etc.

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you could think about architectural decay. The side with dead grass and such could also have ruined columns, rubble, etc, like you would fine in Greek and Roman ruins. The alive side with the bright green grass and flowers could have fully constructed classical style architecture, flourishes on walls, ppots and vases, fountains, etc.

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