Mazy Posted November 5, 2007 Report Posted November 5, 2007 Can't believe that someone haven't posted these yet, I found them really cool Making of Overgrown (big <3) and Crash (also big <3, slightly less tho!). http://www.gametrailers.com/player/27358.html http://www.gametrailers.com/player/27444.html Found myself going back and forth checking out how each area changed, really cool stuff. Wish more developers would do this kinda stuff for bonus material and such~ Quote
Mazy Posted November 5, 2007 Author Report Posted November 5, 2007 I'm sorry for entire formatting of this post, even I am having a hard time reading it. Just looks confusing! /me faints Quote
CompoSITe Posted November 5, 2007 Report Posted November 5, 2007 Glad you like it Mazy. Alex R made Overgrown and I made Crash. It's funny that they found that old layout for Crash. Quote
⌐■_■ Posted November 5, 2007 Report Posted November 5, 2007 awesome. thx for sharing. altough id like to see some more elaborate explaination of the whole proces of building a level from the creator him/herself. Quote
General Vivi Posted November 5, 2007 Report Posted November 5, 2007 Thats pretty cool gj to both of you. Did you guys get to build the buildings and place the art work also? Maps looks pretty spiff Quote
CompoSITe Posted November 5, 2007 Report Posted November 5, 2007 Yeah, I guess we're still old school in that we designers build the levels (good old brush work). We just put in requests for models and textures we need. Building process....I guess I get an idea for a layout and kind of sketch it out in Radiant, just rough it out with blocky masses or prefabed buildings from other levels to get a sense of size and distance. Then run around it in and see how things look. Then check it in and get people to play it so you can see how it holds up (and not listen to the wise-ass's telling you it doesn't look done) Theres more to it but that is the start. Quote
fonfa Posted November 5, 2007 Report Posted November 5, 2007 Pretty cool videos. terrain texture too repetitive though But tell me, how much of the original idea translates into the final map? It seems that the first sketch was just a place to start, since apparently a lot of routes were added around it. And what's up with that picture in the background? Quote
Lee3dee Posted November 6, 2007 Report Posted November 6, 2007 its nice to see how other designers make their levels and where the basic design came from. Quote
CompoSITe Posted November 6, 2007 Report Posted November 6, 2007 Picture in the background? That sketch was the main street. I had DOD in mind when I drew it. I wanted a map the pushed each side right at each other. I ended up adding in the other routes because of how our core spawning works. Quote
Mazy Posted November 6, 2007 Author Report Posted November 6, 2007 Looks very much like something you'd expect outta a CTF like map, very symmetrical. However those extra side paths around the map (Inside the building on the right, around the wall on the left) definitely makes a big difference. But that is the thing, I cant do anything by simply picturing it on a piece of paper and then have the be the definitive layout to rule all layouts. Iterations ftw! Quote
Steppenwolf Posted November 6, 2007 Report Posted November 6, 2007 Interesting videos and nice maps. My only concern is the size of the maps. They look rather small. I hope there are a few bigger ones also in the game. Quote
-HP- Posted November 6, 2007 Report Posted November 6, 2007 Here's the GT video review btw. http://www.gametrailers.com/player/27458.html Quote
st0lve Posted November 6, 2007 Report Posted November 6, 2007 I think I must buy even though I suck at FPS games on consoles. Quote
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