I based the concept on a few levels with skyscraper themes that appeared pretty much trough all the UT series.I think that the UT fast paced gameplay
together with the constant chance that you might fall or be pushed over an edge by someone and losing a precious frag make for some quite intense matches.
What i share is an unfinished concept art, my first try actually at making a concept art at all.
So hopefully you'll give me some useful feedback on it.I'll update on it the moment i have something finished.
unfinished composition
https://imagizer.imageshack.us/v2/687x972q90/540/7ea6eb.jpg
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That said, your new shot is closer and therefor more helpful to figuring out how to move through space in it. Old shot was too "2D flat" and it looked like something out of a sidescrolling platformer, the only "playable space" I can see is where the guy is standing.
So all and all good progress, I would definitely say push yourself to make sure you get the new one done by the deadline because it's much better as a concept art for a theme in a FPS.
Showing the Deck 15 building so far away and huge just makes me want to see more of that area from another shot, going on the inside and outside on death drops like a bigger industrial version of Peak.
[ame="http://www.youtube.com/watch?v=wYVrLTZ_Uw8"]Unreal Tournament 99 beta - DM-Peak - YouTube[/ame]
A lot of people are doing far away shots because I think the contest is more for theme development not level design , they have pros for that we just have to give awesome ideas for art direction.