interesting, I planned to do somthing similar to this on discovery be interesting to see how it turns out
Its just going to be the one area outside in this map, a sort of snaking mountain pass. Its very close to how i realized this area to be in my head before starting work on it. Always rewarding when you plan something out and then it actually turns out as you envisioned
You make this look effortless, nice job!
Really good use of the props
manipulating props seems to be the future of level design, loaded up a UE3 game in editor and then toggled off everything except for geo and the whole map disappeared
well its only open because it isnt quite finished yet wil be more cover.
All rooms in this map are big, with plenty of cover and must be memorable, no boring corridors, no bottlenecks due to narrow passageways because players seem to like room to move about or at least the illusion of a big room.
KatzenfleischJoin Date: 2014-03-21Member: 194881Members, Squad Five Blue, Squad Five Silver, NS2 Community Developer
Well, I am sold too. Do not know if this expression does exist in english but you are selling a dream. Now it's up to you to give me/us a release date where we will be able to rush for the first blood on this pure and white innocent snow
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I am not keen on that thin little wall with the concave curve. The curve itself looks a little unusual, and the wall seems flimsy compared to the surrounding, more robust architecture.
I'd also suggest more man-made stuff on that exterior area. I assume you wouldn't usually view it from the angle you used in the screenshot, but it's a lot of white rocks. Some lamp posts along the trail perhaps, cables in between them. Perhaps stairs and a more constructed pathway.
Lastly, you have a pretty grimy theme in most parts, so I'd pick the Refinery-era textures/props over the cleaner Veil/Descent ones right inside the doorway there, where the ship is parked.
Other than that it looks pretty good to me. I think you know how I feel about mostly-cave maps, so I would like to see a lot of constructed stuff in there to add more of an identity to things, but you do make things look good even if I don't like to see that much rock.
I am not keen on that thin little wall with the concave curve. The curve itself looks a little unusual, and the wall seems flimsy compared to the surrounding, more robust architecture.
I'd also suggest more man-made stuff on that exterior area. I assume you wouldn't usually view it from the angle you used in the screenshot, but it's a lot of white rocks. Some lamp posts along the trail perhaps, cables in between them. Perhaps stairs and a more constructed pathway.
Lastly, you have a pretty grimy theme in most parts, so I'd pick the Refinery-era textures/props over the cleaner Veil/Descent ones right inside the doorway there, where the ship is parked.
Other than that it looks pretty good to me. I think you know how I feel about mostly-cave maps, so I would like to see a lot of constructed stuff in there to add more of an identity to things, but you do make things look good even if I don't like to see that much rock.
You are right on all points, done exactly what you suggested
It is not a problem in Data Core or Atrium, so I don't think it will be a problem here, but yea, not tested yet. It's time to get this map into a playable state
i got 1 tech and 1 rt to do as well as a few small bits of "corridor" if i worked on the map full time i could probably finish it within a week but at this rate probably by end of the month it will be done.
Comments
Its just going to be the one area outside in this map, a sort of snaking mountain pass. Its very close to how i realized this area to be in my head before starting work on it. Always rewarding when you plan something out and then it actually turns out as you envisioned
Really good use of the props
manipulating props seems to be the future of level design, loaded up a UE3 game in editor and then toggled off everything except for geo and the whole map disappeared
well its only open because it isnt quite finished yet wil be more cover.
All rooms in this map are big, with plenty of cover and must be memorable, no boring corridors, no bottlenecks due to narrow passageways because players seem to like room to move about or at least the illusion of a big room.
Screens giving a better sense of scale
@Saffron_baker - That is what I meant too. Look in this post:
http://forums.unknownworlds.com/discussion/comment/2164669/#Comment_2164669
Slow progress at the moment, working on the third tech point of five so two more to go after this
well im getting better and better at it also that trim tool is amazingly helpful, figured out a few ways of making it very useful
I'd also suggest more man-made stuff on that exterior area. I assume you wouldn't usually view it from the angle you used in the screenshot, but it's a lot of white rocks. Some lamp posts along the trail perhaps, cables in between them. Perhaps stairs and a more constructed pathway.
Lastly, you have a pretty grimy theme in most parts, so I'd pick the Refinery-era textures/props over the cleaner Veil/Descent ones right inside the doorway there, where the ship is parked.
Other than that it looks pretty good to me. I think you know how I feel about mostly-cave maps, so I would like to see a lot of constructed stuff in there to add more of an identity to things, but you do make things look good even if I don't like to see that much rock.
You are right on all points, done exactly what you suggested
not playable yet, dont worry i will let you know hwen its playable
i dont think it will be you can walk an onos around the tech point but i wont know until it can be tested.
He probably will finish Dark before I finish Caged.