von*ferret Posted May 12, 2005 Report Posted May 12, 2005 This is my final so far for level design. its based off of Rivendell from Lord of the Rings. I still have to work out details like making buildings less square and more interesting. No textures have been created, and NOTHING has been textured so far except for the trees and waterfalls. Lighting is not final. This is a CTF level and will be mirrored when the project is done. I'm responsible for everything except for the inside of the giant building. Enjoy. Tree Model: Added Low Polytreeline: Quote
Crackerjack Posted May 12, 2005 Report Posted May 12, 2005 Wow, thats looking really sweet already. Looking forward to seeing the final product. Quote
mike-0 Posted May 12, 2005 Report Posted May 12, 2005 woah... never seen anything like it. strait up awesome. Quote
Pericolos0 Posted May 12, 2005 Report Posted May 12, 2005 awesome i dont really have much comments except what you have said yourself that needs to be done Quote
InsaneSingingBlender Posted May 12, 2005 Report Posted May 12, 2005 that is really fkn leet man, great job Quote
kleinluka Posted May 12, 2005 Report Posted May 12, 2005 I like it! One thing I'd definitely change is the smoothing on those archways. The way you have them right now they dont have much shape definition and look like they are made of pudding Tweak your smoothing groups! Quote
von*ferret Posted May 12, 2005 Author Report Posted May 12, 2005 unreal plays tricks with my smoothing groups, I'll work to fix it. Thanks for pointing that out. Quote
kleinluka Posted May 12, 2005 Report Posted May 12, 2005 One more thing, some areas seem very dark / almost black. Not sure what it looks like ingame but I'd brighten it up a liiiiittle bit, just so you dont have those really dark spots in the map. Don't destroy the nice contrast you have while doing it, just slightly brighten it up. Quote
Minos Posted May 12, 2005 Report Posted May 12, 2005 Cool ferret, looking good so far! Dunno how that would work as a CTF level tho, what are ur plans to contrast both parts ? Quote
Algor Posted May 12, 2005 Report Posted May 12, 2005 Nice improvements, looks like you're learning the tech fairly well Quote
von*ferret Posted May 12, 2005 Author Report Posted May 12, 2005 one side has red lighting and detailed painting (like flags, trims ect), and the other has blue. Learning the tech as I go, doing what I need when it calls for it ect. Quote
Mazy Posted May 12, 2005 Report Posted May 12, 2005 looking quite nice fetter, cant wait to see it polished Quote
PhilipK Posted May 12, 2005 Report Posted May 12, 2005 awesome stuff ferr@von~~ really likes it so far. Quote
Hourences Posted May 12, 2005 Report Posted May 12, 2005 I would use custom textures when you start texturing and also lots of wood to make it more peacefull and friendlyer When youre done we wont see the edge of the terrain anymore right ? Light really needs a lot of work but you said so Colored team lighting is the absolute worst thing you could possibly do to a map like this Your smoothing groups are possibly messed up because you assigned no smoothing groups in max, if a model has no group assigned to a face UED will asign it to group 1 and thus might end up smoothing the whole thing Quote
FrieChamp Posted May 12, 2005 Report Posted May 12, 2005 I don't know how much work you put into the terrain so far, but I would make it a lot wider and higher, to get the valley feeling. Then players also won't just look into big emptiness/in the sky. It's an interesting theme and looks perfect for a deathmatch map to me, why CTF? Quote
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