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[UE4][WIP] "DM-LastBattle" DM/TDM map for Unreal Tournament

polycounter lvl 11
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Grusti polycounter lvl 11
Hello Polycount,
My first UT map!
Decided to challenge myself and create a playable map with my own level design and art. 
huge fan of UT, Quake, and FPS in general and just get knowledge in the new field for me would be a great plus for sure.
Let's start!
First of all, I want to say HUGE THANKS to all Level Designers who share their knowledge. You are the best!
So, I decided to create an open and symmetrical map just because it's easier for the first map and I got inspired with the layout from Call of Duty maps where they are mostly symmetrical, have 3 main roads with the main chokepoint in the middle, like the main battle arena, and a couple on the side.
My main idea was - there must be an arena in the middle where should be the main chokepoint with "quad damage" ^_^*
This is my "layouts":

• First Idea •

From this "idea Sketch", I decided to stick only with the background
next iteration 

• the ∞ iteration after weeks of playtesting •


I changed quite a lot - introduce height in the level and started to prototype meshes and terrain
• the ∞+1 iteration after weeks of playtesting •


This is my last iteration after some playtesting with bots and friends.

Gameplay video
https://youtu.be/0FT-RfjQZ_A

I think my blockout is finished and I can start the whitebox stage.
I'm fully open for feedback and new information about level design!
Cheers!

Replies

  • Grusti
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    Grusti polycounter lvl 11
    I'm in the process of remaking whole blockout meshes to proper ones with interesting design
    For the design references, I choose Halo and trying to stick with it
    • Main Buildings •



    • main arena •

    •Pillar•

    • second arena •

    •footway•

    •sci-fi thing•

    •rocks•

    That's for now, cheers!
  • Grusti
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    Grusti polycounter lvl 11
    Little update
    I was working on the background for my map and decide to stick with a winter theme 
    Something like that I think can work)



  • Grusti
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    Grusti polycounter lvl 11
    damn... last couple weeks was tough. 
    I spent some free time handling a skybox and light in general. Found cool looking hdri image with grayish/blueish clouds, tweak it a bit in Affinity Photo and add more clouds. This is it

    Next step probably will be to create a proper landscape in World Machine
    Thanks!
  • Grusti
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    Grusti polycounter lvl 11
    all right!
    Mass reimagine of the map!
    New concept art for the background, much simpler and atmospheric idea. Not sure about the planets ...

    Changes with the lighting because the previous one was not epic enough for my taste)



    Played with Quixel Mixer awesome
    program! Who not saw it already - you should) I create a couple of blends for rock surfaces and I should say that the quality is outstanding! 

    also, I made a shader for my rocks with 4 materials mixed through masks

    Will try to finish all rocks in the near future 
    cheers!
  • Grusti
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    Grusti polycounter lvl 11
    I know, I know ... job, guys, a job takes a loot of my time now.
    But I have a small update, I recently tried Blender and it's awesome but I'm a bit slow right now because you know how it works)
    about what I have now
    Platform

    Wall

    grass for dressing

    Pillar

    and clouds, I grab a cloud from the shooter scene and change them a bit. the light blue color just to create a contrast with clouds on the skysphere.

    Slowly but steady, thanks!
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