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#1 (permalink) |
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Senior Artist
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Borderlands Station UT3 Map
Description of background information on piece
Some of you may have read the post on the general chat section about the plan to do something for the "make something unreal contest". Looks like it could be another month before that gets starts so I am going to go ahead and make a post about my project for it. Hopefully that contest or whatever for out site will get going soon. So this time I am going for something a bit different. First of all it’s going to be a 1v1 map based in an abandoned subway. I took a huge amount of inspiration from the subways in GTAIV and am working for something quite similar to their design. So the screenshots you can see below are from a block out of the map. I have been running around with a bot to see how it plays and it’s going quite well after some improvements. I think the scale is a lot better now than what it was but still working on that a bit. So let me know what you think so far. I also hope to get one or two other people doing a few models for this, so if anyone is interested in that side of things let me know. I hope to do a few myself as well. I am sure that gas cylinder I am working on will get used. ![]() _________________________________________________ ![]() Going to have ads hanging down the middle from the roof. The plank going across the middle will be a fallen beam or something. ![]() Some more support pillars to go here. The things near the back are them ticket points and the big wall between them will be a metal gate. There will be exits behind these the player just won’t be able to get out. ![]() ![]() Last edited by sarge mat; 08-03-2008 at 03:08 PM. |
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#3 (permalink) |
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Senior Artist
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i like the layout of it. my only question is how deep is the middle section where the train is sitting? would a player be able to jump out of it? i'm wondering because it looks like you have what may end up being a board going across which is neat, but if a player fell in there and can't jump out, he would be kinda screwed
![]() i also like how you put in that little top area, it helps break up a relatively small area nicely and it adds to the overall feel of the level. |
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| The Following User Says Thank You to ColdRolled For This Useful Post: |
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#4 (permalink) |
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Senior Artist
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@mad
Thanks. Yea the pillars are just placeholders for now. @Cold Thanks as well. You can jump out of the middle section but TBH, I was thinking of putting blocking volumes to stop them jumping down in the first place. So then you would cross at the fallen board or whatever it turns out to be or go over the top using the upper part. What do you guys think? Also major major thanks to quandaryone12. He PM'ed me a link with loads of images that will help me a lot. ![]() |
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#5 (permalink) |
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Senior Artist
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something i think would be kind of fun would be to put the rails down, but have them do damage to the player if he walks across them. then in that respect, maybe you could put some piles of garbage or something down there that the player would have to jump onto in order to get out before he dies.
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| The Following User Says Thank You to ColdRolled For This Useful Post: |
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#6 (permalink) |
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Game-Artist.net Admin
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Looks like a good start. I'm missing a clear theme in your initial post, you most likely have one, but it's probably not a bad idea to post that somewhere. I know it's still very wip, but I think you should ad more coridors and hallways. at this moment it's still to straight forward imo. However, at this stage it's probably to early to make any meaningfull crit on design
. I'm interested to see where this is heading... ![]()
__________________
![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#7 (permalink) |
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Senior Artist
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Nice idea Cold. I mean me, copyrighted :lol:
edit: Just saw your post doylle. Thanks for the feedback. I have it built up well in my head but I am working towards something a bit dark and damaged. Everything is going to be very rusted and dirty, even sparks coming from lights etc. As far as hallways go I will look into what you have said. I suppose if I extended it back a bit more from the entrance at the top part I could include a bit more of that part, or even a service tunnel of some sort on the lower part. This is somthing I had though about before. It’s only going to be designed for 1 on 1 so at the same time I don’t want it to be too big but I do get what you mean. I have plans to add a bit more detail to the design tonight so I will post screens then. Last edited by sarge mat; 05-29-2008 at 01:41 PM. |
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#8 (permalink) |
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Senior Artist
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Just some minor changes. I spent a lot of time getting the scale of the map right, and it looks a lot better now as the player models had looked a bit small. I added some extra supports on the top part of the map just to fill up some space and to act as cover etc.
![]() ![]() I might try getting a few models together soon to load into it. |
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#9 (permalink) |
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Amateur Artist
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I don't have much to say as it's all in a very early stage. Just make sure your map flows well. Don't have any death ends and make sure they's a nice spot more the most populair weapons. Have plenty of z action aswell. There's nothing like jumping from above and pumping tons of flak cannon bullets into your opponet
![]() Also, I'm willing to help out with static meshes if need. I can't run UT 3 myself so I can't preview them inside the editor but i should get some work of your back. ![]() |
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| The Following User Says Thank You to TheCorey For This Useful Post: |
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#10 (permalink) |
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Senior Artist
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Thanks for the offer corey I am sure I will need the help. I have an idea I want to try out tonight and I was thinking about using a few of those jump platform things to allow quicker movement between the higher and lower areas and it will offer some good Z action as you said.
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