Hey guys! I just wanted to post a lil something something before I head off for Christmas vacation ^^. This is a small room that I have been working on for chells legend. I haven't had a lot of time to do this but it's almost finished ^^ . Here are some building screens that I took while I made it. !
This was created for a puzzle challenge called " The Door " . The designer has to create a puzzle to get the player from one side of the door to the next. This is the puzzle I designed. (This map is the example map created so people would have an idea of what they could do with the dev map)
So while I'm waiting for this Gameplay Challenge thing to kick off I've decided to team up with Sathor to get a quick FY style Mirrors Edge map. Very quick! I promise! I'll be done with the layout by the end of this week and we can start testing it! I drew a layout for this map like 3-4 months ago or something and I've been just sitting on it waiting for the right moment..... and here came Sathor ^^. ANYWAYS!!!! here are some super quick screens! been working on this for about 1 1/2 hrs so far.
Here is the original 2d drawing I made about 3 months or so ago.
and here is the 4 min sketchup I did really quick to show off the different heights of stuff.
Some more shots... a tweak of lighting and some more gameplay ideas. Trying to grab that mirrors edge feeling when you play the map. It's quickly getting there with each iteration of brushwork I plop on ^^.
More shots!
Quick placement of a lower walkway to get some sizing down and the feel for the layout better. This also helped me to connect some other parts of the map together.
I placed a slow mo / low grav volume in the middle so people could clear the gap between buildings and slow time down every once in awhile. Seems like a fun idea.... I wonder how it will play out on a live match with random times and stuff. WE SHALL SEE!!!
And then a screenshot from the super tiny outpost where you can grab something special (prob a buy zone or maybe some grenades or something)
Some more updates! Trying to get the Mirrors Edge feeling down more. The real test comes when I duplicate the brushwork to the other side and start some testing and junk. I'm very excited to see how this plays. I wish css had a sprint key lol.
So I went in and started adding place holder points in the environment for a lower area and some of the interior sections on day 5. On day 6 I put in a placeholder vista to help get some sizes down and match it up correctly to the environment. Today I got a really interesting idea to help Tie any other maps we make all together. I wanted to create an actual city, prob on an island in the center of a bigger city, we will use this as a bench mark of where all of our maps will go. So if your playing one map you could see the spot where the other map we created would stand. We already have several ideas for small quick really cool maps. I'll talk more about that when I have something to show but for now! Screenshots!
Screenshots:
Placeholder vista - I seemed to have matched it up perfectly with the ground on my second try... this made me very happy :P
Some things I would like to note as I'm making this map. I wouldn't normally have map holes everywhere like I do right now. That was the product of me trying to put a bunch of placeholder routes and geometry in all at once. It should be cleaned up soon and ready for it's first maiden voyage by the end of next week
Also we will be showing off Art from Sathor and PhilE in a couple of days so get ready for that!
Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the map with slowmo and it was actually pretty fun ^^. We've decided to go with the route of having a requirement to trigger slow motion - 1 CT and 1 T have to be jumping in the middle of the map in order for slowmo to occur. This idea seems pretty sound and it will still be set to random, so there is still a good chance it will only happen once every 5 rounds... or something ... depending on how many times you see people jumping across the middle XD. Ok! Onto some updates! Below are some work in progress screens of some models Sathor is working on and some textures that PhilE is making to help us nail down the look better. I will show off some quick wips of a portion of the map I've been working on to help satisfy the mappers out there :P.
Screenshots (New):
From Day 7-10 :
And now onto some Wip shots of the map!
AND! In closing for this update I just wanted to mention that the team is working really hard to pump this content out fast and efficient! We have all make our own checklists of assets and things we want to create for this map and are checking them off as we go. Things are moving very quick and we plan on holding a big play test soon, Info will come shortly as to how you can get in on the playtest and what day / time it's happening!
Hi,my name is Generalvivi and I am the creator of Chell's Legend. This project has been due for quite some time and the moment has finally arrived to reveal some media. This release will mark the beginning of what I'm calling the media chain reaction. I'm really excited to finally show off some screenshots and I hope you stick around for more. For Updates over steam be sure to sign up on the Chell's Legend steam group. Also if you would like to contact me for anything I've placed my contact information below.
Coretex Cluster is a small puzzle mod I worked on for a few weeks. The main idea is to clear the red orbs off of the grid by using patterns. There is a small story involved and this demo runs about 13 or so puzzles. Let me know if you enjoy it!
While I'm posting this now, this map actually dates back to about 2 years ago. Originally created as a flashback for Chell's Legend, I have decided to just finish it as an art piece. Not sure if I can do anything to make it valid for gameplay, or if I'd ever have the time to work on it again. Still though, love walking through it and using my "imagination" to fill in the gaps.
feel free to critique, anything is welcome really (made in Source)
Replies
I took the main blog (premade) from this theme.
http://themepreview.amazingwordpressthemes.com/#
It's been a lot of reworking but I think I'm pretty happy with the results.
Good stuff Viv!
about 3-4 hrs of work so far spread out over a couple of days.
- more to come in the future as I get more stuff done on it!
This is the map everyone gets -
Here is what I did -
[ame="http://www.youtube.com/watch?v=ehwMgOyz3iI"] http://www.youtube.com/watch?v=ehwMgOyz3iI[/ame]
Hope you enjoyed it!
Here is the original 2d drawing I made about 3 months or so ago.
and here is the 4 min sketchup I did really quick to show off the different heights of stuff.
Map Screenshots :
More shots!
Quick placement of a lower walkway to get some sizing down and the feel for the layout better. This also helped me to connect some other parts of the map together.
I placed a slow mo / low grav volume in the middle so people could clear the gap between buildings and slow time down every once in awhile. Seems like a fun idea.... I wonder how it will play out on a live match with random times and stuff. WE SHALL SEE!!!
And then a screenshot from the super tiny outpost where you can grab something special (prob a buy zone or maybe some grenades or something)
More to come later!
Some more updates! Trying to get the Mirrors Edge feeling down more. The real test comes when I duplicate the brushwork to the other side and start some testing and junk. I'm very excited to see how this plays. I wish css had a sprint key lol.
Hopefully some testing next week!
Screenshots :
Video :
I used temp Dummies so you could get a feel for the size and stuff.
[ame]http://www.youtube.com/watch?v=5K5nCtAU6jE[/ame]
We will have a play test this week!
So I went in and started adding place holder points in the environment for a lower area and some of the interior sections on day 5. On day 6 I put in a placeholder vista to help get some sizes down and match it up correctly to the environment. Today I got a really interesting idea to help Tie any other maps we make all together. I wanted to create an actual city, prob on an island in the center of a bigger city, we will use this as a bench mark of where all of our maps will go. So if your playing one map you could see the spot where the other map we created would stand. We already have several ideas for small quick really cool maps. I'll talk more about that when I have something to show but for now! Screenshots!
Screenshots:
Placeholder vista - I seemed to have matched it up perfectly with the ground on my second try... this made me very happy :P
Some things I would like to note as I'm making this map. I wouldn't normally have map holes everywhere like I do right now. That was the product of me trying to put a bunch of placeholder routes and geometry in all at once. It should be cleaned up soon and ready for it's first maiden voyage by the end of next week
Also we will be showing off Art from Sathor and PhilE in a couple of days so get ready for that!
-Vivi
Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the map with slowmo and it was actually pretty fun ^^. We've decided to go with the route of having a requirement to trigger slow motion - 1 CT and 1 T have to be jumping in the middle of the map in order for slowmo to occur. This idea seems pretty sound and it will still be set to random, so there is still a good chance it will only happen once every 5 rounds... or something ... depending on how many times you see people jumping across the middle XD. Ok! Onto some updates! Below are some work in progress screens of some models Sathor is working on and some textures that PhilE is making to help us nail down the look better. I will show off some quick wips of a portion of the map I've been working on to help satisfy the mappers out there :P.
Screenshots (New):
From Day 7-10 :
And now onto some Wip shots of the map!
AND! In closing for this update I just wanted to mention that the team is working really hard to pump this content out fast and efficient! We have all make our own checklists of assets and things we want to create for this map and are checking them off as we go. Things are moving very quick and we plan on holding a big play test soon, Info will come shortly as to how you can get in on the playtest and what day / time it's happening!
Thanks, Vivi!
[ame="http://www.youtube.com/watch?v=a1KfeZnYqrU"]Chell's Legend[/ame]
Moddb : http://www.moddb.com/mods/chells-legend
Website : http://www.chellslegend.com/blog
Steam Group : http://steamcommunity.com/groups/chells_legend
Live Stream : http://www.livestream.com/chells_legend
FaceBook : Chell's Legend
- vivi
Coretex Cluster is a small puzzle mod I worked on for a few weeks. The main idea is to clear the red orbs off of the grid by using patterns. There is a small story involved and this demo runs about 13 or so puzzles. Let me know if you enjoy it!
Moddb page : http://www.moddb.com/mods/coretex-cluster
Download : http://www.moddb.com/mods/coretex-cluster/downloads
Trailer :
[ame]http://www.youtube.com/watch?v=eiQKzRGZYiI[/ame]
Here are some editor shots!
Just a bit of fun, I was sick on a Sunday and was playing Rage. I decided to script one of their mini games in UDK. It was a fun exercise!
(A video I found online of the game being played)
[ame="http://www.youtube.com/watch?v=AJwlnMc2bqI&hd=1"]Rage ps3 mini game - YouTube[/ame]
(My gameplay video)
[ame="http://www.youtube.com/watch?v=-JdaXU-MJ80&hd=1"]Rage_Minigame_wip_01 - YouTube[/ame]
Just having some fun! I might try and add some skill based elements in the future.
vivi
feel free to critique, anything is welcome really (made in Source)