Wednesday, July 28, 2010

Day 3: Finished basic blue box

So Today I tidied up the blue box a bit more and worked on fixing some scale issues.

I also fixed the tunnel underneath the water so that it was no longer visible.
Ive added a pre-existing waterfall and water into level along with a tree to help show where things are going to be.

I think its starting to turn out pretty well and feels fun to play when just running around.
I had a few bots in the level earlier however until I go through and fix up all the path modes its a bit hard to test by myself.

Instead of including a bunch of pictures today I thought Id make a short video showing how the level looks when running around it.

Biggest issues so Far:
Having a few issues with getting brushes to line up exactly. Should have made sure I stuck with the same movement increment. Oh well something to remember for the future.


Favorite parts of level so far:
My favorite part of the level so far is the top platform near the waterfall. I love the feeling already of being able to run along side a raging waterfall.
I also love taking the leap of faith through the waterfall. I deliberately left a gap so if the player doesnt jump correctly they will fall into the water below to there death.

I also like behind able to jump down through the floor in the main area. think it all flows together fairly well.

I still need to do a lot of work and the main yard in front of the church especially is going to change a lot depending on how I decide to decorate it.

Plus the room underneath the courtyard is going to change shape a lot when I turn it more into a cave.

Video Found at:
http://www.youtube.com/watch?v=UvFfkJ7X55I


Any feedback would be much appreciated.

3 comments:

  1. Checked out your video of your level mate, looking like some good progress! :D

    I havn't played much UT since 2004 edition, but one thing I am noticing about your level is that it seems to have lots of long straight tunnels and large open spaces both in the main church hall and outside. I looks like it may be a bit too much distance to cover in a DM match. any way to make it a bit tighter?

    I like the inclusion of z axis combat in the church, and along the waterfall, any way to maybe expand it a bit out side? have windows and ledges on the church looking out into courtyard?

    Finally, waterfall is looking sweet mate, keep up the good work :)

    Darren

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  2. Looking good Brendon. I see you managed to overcome the spiral stairs problem. Posting videos is a great idea. I may add that to mine. The flow looks good also. I had the comment that my initial map was too big for a DM too so I'm considering switching to a CTF, however, maybe we could be paving the way for newer style DM maps. Looking forward to this once it's fully textured.

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  3. thanks for comments guys ya the corridors are a bit long and looking back I think id try make things a bit smaller If I did it again Hate corridors and stairs :P

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