syver 428 Report post Posted June 22, 2011 if those are the tutorials I think they are, you could get them here as well (if filefront is shit, which I suspect it to be); http://udn.epicgames.com/Three/VideoTutorials.html that series helped me a lot when starting udk. Quote Share this post Link to post Share on other sites
seir 517 Report post Posted June 23, 2011 This will help a lot, thanks guys! Quote Share this post Link to post Share on other sites
9centwhore 0 Report post Posted July 15, 2011 This guy has some really good video tutorials for hammer, I really like his presenting style too: http://www.tophattwaffle.com/?page_id=62 Quote Share this post Link to post Share on other sites
insta 88 Report post Posted December 23, 2011 Hello! I've written some articles lately, one about level design workflow and another one about functional lighting in levels. Here they are : Workflow : http://magnarj.net/article_workflow.html Functional Lighting : http://magnarj.net/article_funclight.html Hope someone finds them helpful! Quote Share this post Link to post Share on other sites
RedYager 333 Report post Posted December 23, 2011 Awesome ! I'll add them to my 'To read' list. Thanks man Quote Share this post Link to post Share on other sites
⌐■_■ 691 Report post Posted June 20, 2012 posted by Chimeray in this thread: http://www.mapcore.org/viewtopic.php?f=58&t=17115 The subject is making a lay out for your map, thought it to be insightfull. The goal is never to make a detailed blueprint, at least for me, I think in blocks, structure. You marked the overall structure of the map quite well but detailed the town a little too much I think. It all depends on the stuff in your head though. If you've got no specific ideas then structuring a town on paper is a good exercise to get the creative juices flowing. Don't rely on it too much though cos it'll likely change quite a lot once it's in 3D. Therefore I usually never detail every street/house more than neccesary cos it ends up being a waste of time. But like I said, if the idea was not yet in your head then drawing often helps you get ideas and visualize it. On a random sidenote, sometimes I add moodboards to different areas, not always neccesary though. I usually mark/scribble way more on the map than you do, I see almost no gameplay. But perhaps that's only because it's not for a specific game? I'm thinking combat scenario's, progression (bridge that opens at a certain point in time for instance), puzzles, dragon here, ambush... That kind of stuff. I take it it's meant to be somewhat open world-ish since it's an RPG? Even if it is a semi-open game then they often block certain paths to the next areas by a certain progression element, a key is missing, a troop of orcs is blocking the end of the road and you can't pass it until you finished Quest X. These are structurally very important. Right now I see a very isolated map, not tied into the game as a whole. I see no start, no end. I also draw the player path if there is one, a sort of visual timeline so to speak. Depending on the structure of the game the player might have a quest that requires him to venture into this new area, towards the town for instance. That would be the start. The end is not marked either (going to the new area). Ask yourself if this is ready to be shown to other people, this is a tool for yourself but more often than not you'll have to share it at design meetings, show it to your art director, ... Is it missing key elements that are important for these parties? As far as the actual layout is concerned I notice the player will have to use the same roads quite a lot, so you better plan for some shortcuts/interesting transitions or the experience will become quite stale. All this feedback is from a level designers point of view though, not sure how far you'll want to go with the concept since you're not actually gonna create the gameplay. So it depends if you wanna treat it as a fictional "level" or rather as just an artsy area. Just my 2 cents 1 Nexusdog reacted to this Quote Share this post Link to post Share on other sites
Chimeray 313 Report post Posted July 11, 2012 Hi folks! I'm looking for a website that has building references, not in the visual sense but structurally speaking... what different types of buildings consist of. A cross section if you will... For instance in a supermarket you have the shopping area (duh) but then what most people don't see unless you work there is the cooling areas, where they collect and store supplies, etc. An office building has ventilation maintenance thingies and other kinds of stuff you usually don't come in contact with... I had a book when I was a kid that I found very interesting but that was more about exotic structures like a spaceship, submarine, etc... The reason I'm asking this is because this is, at least for me, very valuable information. I mean, how many of you have been in a nuclear plant or even less special places and know what's behind that door, behind the scenes? Definitely would be helpful for level designers. Not necessarily in the sense that we can make better authentic places (although important) but rather just to have more stuff to work with. Knowledge is power! Quote Share this post Link to post Share on other sites
Evert 174 Report post Posted July 11, 2012 Well I can't think of anything specific, BUT http://www.skyscrapercity.com/ has a lot of random photos of different buildings. It takes some time to browse but it's good to find references regarding architecture at least... Quote Share this post Link to post Share on other sites
PogoP 2,369 Report post Posted July 11, 2012 Hi folks! I'm looking for a website that has building references, not in the visual sense but structurally speaking... what different types of buildings consist of. A "vertical slice" if you will... For instance in a supermarket you have the shopping area (duh) but then what most people don't see unless you work there is the cooling areas, where they collect and store supplies, etc. An office building has ventilation maintenance thingies and other kinds of stuff you usually don't come in contact with... I had a book when I was a kid that I found very interesting but that was more about exotic structures like a spaceship, submarine, etc... The reason I'm asking this is because this is, at least for me, very valuable information. I mean, how many of you have been in a nuclear plant or even less special places and know what's behind that door, behind the scenes? Definitely would be helpful for level designers. Not necessarily in the sense that we can make better authentic places (although important) but rather just to have more stuff to work with. Knowledge is power! I know exactly what you mean, I had books like those as a kid. I believe they were Dorling Kindersly books. They did a series on Star Wars stuff like this: And some more here: http://www.stephenbiesty.co.uk/gallerie ... opter.html However, I don't know of one for buildings in particular... Let me know if you find anything, I'd find that sort stuff fascinating. 1 Nexusdog reacted to this Quote Share this post Link to post Share on other sites
Squad 2,754 Report post Posted August 15, 2012 I mean, how many of you have been in a nuclear plant or even less special places and know what's behind that door, behind the scenes? Due to the nature of my job I happen to come in a lot of places where most people never come. It's funny though, in some places I sometimes think "djeez, this could just as well be Half-Life or Quake or whatever in real life" Here's an example: What I'm trying to say, I guess, is that if you want to know something about a specific place you could ask me ... who knows maybe I've been to such a place already (as well as others). If possible I could provide pictures as well. Quote Share this post Link to post Share on other sites
Evert 174 Report post Posted August 15, 2012 OMG that's awesome. You should upload all your images of places like that somewhere and post a link here Quote Share this post Link to post Share on other sites
Beck 2,553 Report post Posted August 15, 2012 That's an awesome image. What's your job if you mind me asking? I'd love to see more too! Quote Share this post Link to post Share on other sites
Squad 2,754 Report post Posted August 15, 2012 I'm a rigger in telecom, so I often have to work in tall towers, (abandoned) factories, hospitals, churches, rooftops, airports, ... I'll see if I can put up some more pictures for download Quote Share this post Link to post Share on other sites
RedYager 333 Report post Posted August 16, 2012 Guys I'd like to ask a question here rather than start a new thread. What are you views on 'copying' vs 'Inspired' from a level design point of view? I'm not talking Zynga copying (that's just overkill). I'm talking rough layouts and perhaps settings or locations levels take place. For example I want to start a new small level design project. I'm no environment artist, So I often look to existing concept art or existing games for a setting or style. I like the design and architecture of the Citadel in Mass Effect, yet when I start looking at images, I feel like I'm just 'copying' what I see in both layout and visual terms, sometimes without realising it. The positive response to Jean Pauls new TF2 map based on Avalanche has got me thinking how many other level designers do this. Do you believe this is evidence of lack of imagination or skill within a level designer, or is actually showing their ability to use others work to influence their own for a better result, thus showing skill? Are these feelings of 'copying' actually inspiration? Cheers 1 Nexusdog reacted to this Quote Share this post Link to post Share on other sites
cincinnati 174 Report post Posted August 16, 2012 though i would never tell anyone it's a must in learning how to make things, copying can be a useful tool for a novice to force oneself into speaking a language they don't yet understand, but do have the ability to mimic. it would be the goal with that intimate experience to then come to understand things over time and in hindsight (often without even being immediately conscious of it)... and use that and your other experience as an integrated body of information when confronting future design problems--and otherwise leave mimicry behind. no idea comes out of the void. it is always related to other ideas from other people. figure out how far you need to go to understand them and don't be afraid to use others' ideas along the way as long its in the name of ultimately adding to those ideas (or chipping away at them, as the case may be). some people come into a situation with the ability to understand a design language on sight, and therefor could rightly skip the copying phase and go right to integrating, compartmentalizing, or co-opting it (or whatever you want to call it). just depends what you have a knack for in the first place, i guess. the true punch to all of this, and let's say it's a portfolio question in this case, is to move on from a copied scene into one that demonstrates how you've fused that idea with your own innate intelligence about things. the best work is work in which you can read solid and knowing reference to the language(s) being employed, because they're part of a bigger contemporary and historical conversation about things. 1 Nexusdog reacted to this Quote Share this post Link to post Share on other sites