For which Engine - Ut3
Description of background information on piece - We are a group of First year Game art Students, and are making
this map for the Epic Games Make Something Unreal Contest. We are also be demoing this map at a giant convention in our
city Adelaide, sponsored by one of australias biggest TV channels :S We have been working iteratively to keep everything
cohesive in style instead of it looking like a scrapbook, so we havent done much unwraping / texturing yet.
Where are you looking to receive criticism - We have been flat out for 2.5 months so we feel we are stagnating and
not being able to crit ourselves with much anymore. We would be exceedingly gratefull for 'initial thought' crits /
changes, and mostly wat we can 'add' to make it alot more appealing. We are entering it into 'best graphics' and 'best
art' so we really need crits from a visual standpoint only.
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Sorry for the number of screenshots, most of the map is shown in these Screen's.
Concept Paints are paint overs of initial level to get ideas.
^ This is a concrete walled staircase where a big concrete brick falls down with a bright dynamic light.
^Borrowed unreal buildings until ours are made.
On behalf of our team we thank you for your time and input! It is very much a WIP still but we are aiming to improve
alot.
- Dylan Rayner
Papa Flamingo
Replies
Looks cool though...
the 1st image concept is heading towards the kinda shots you want with varied heights that add depth but the upper left turns into a boring long shot that seems to just go on then end.
play with curves not necessarily in the props and stuff but take a long straight hallway and curve it around and the composition will instantly be more appealing in most cases.
most of your rooms seem to be a box which is also amateur looking, slice some corners, cut some corners in to break it up.
the circular room is more interesting but it feels so claustrophobic from what I can see, perhaps consider raising the ceiling a tad and then maybe have it continue upwards behind a fan or something. wherever you can cut holes in walls and gate them to the player but allude to a larger world around them: hallways going off to somewhere else, windows showing exterior environs. small little slices like that will open it up a lot.
add some more ques for scale in the scene with the massive door, as right now even the size of the crates and the indent on the floor makes the player look shrunk down to a rats size.
cool work guys cant wait to see the polished up versions of these levels, good luck on the contest!
Pixelmasher I think all of your invaluable comments will help us push it to the next level we wouldn't have been able to achieve without it. As we are first year students, we just didn't think of alot of those so I am very grateful!
We will definately try to change things structurally, and add more playable heights/curves. We are actually stuck on exactly wat to add to the giant door to create the sense of omnious looming scale it needs, Do you have any tips. we could add repeating shapes / objects to give that que?
The map revolves around a Futuristic city whose population has dwindled, with no records of history. The city is surrounded by a huge automated patrolling mech robot and vast concrete plains. To one side is a gigantic concrete wall spanning as far as the eye can see. The playable level itself is half way up the wall where a giant mysterious door in a deep chasm is leading to the other side of the city wall. Will the inhabitants gain enough courage to journey to the other side? Welcome to New Horizon, UT3 death match map by Team Black Flamingo.