Hey,
I've got some free time over the next couple of months to start on a new project, I hope to document all progress on this thread.
So this is going to be a small 2-4 person deathmatch level set on a medieval look out point set deep in the frozen heights of a mountain. To make things more interesting every couple of minutes a lava flow will cover the lower area's of the map (shown as the medium green area's) and the underfloor passages.
I want the map to be fast paced but also quite tactical, with plenty of cover from snipers, ways to flank the snipers and make use of kismet triggers to allow clever players to see signs of where players are situated (sounds/emitters).
This map will probably require all new assets which is why the map is going to be relatively small.
So here's the maps layout, its a bit basic but I know exactly how it will be in my mind
Replies
If you're going to make this a 'sniper' level, make sure you give the sniper areas more than 1 way to get in and out. If you give a point only 1 entrance and exit, it makes it really easy to camp and dominate the map. I'm not doing this to self promote, but people have left some great comments in my map thread (just ignore my work and listen to what was said http://boards.polycount.net/showthread.php?t=68394 ).
Block your level out in BSP, have a run through and see how it plays!
Before getting into anything technical, block out everything in a very basic form, and test it with friends or something to make sure the flow and dimensions work well.
http://gearsofwar.wikia.com/wiki/Gears_of_War_Wiki
Look through the Gears 1 maps, they have the original layouts posted on most of them. It gives you a real good sense of layouts when you can see them without all the meshes in them
mLicky: As I said this will be a small map, with quite a lot of vertical levels.
http://i460.photobucket.com/albums/qq330/myleslambert/BlockOutThree.jpg
About the 3rd revision on the layout, working quite nicely but I need to test with a few more people. I'm offering two Steam keys for UT3 for anyone with the time to help test.
http://i460.photobucket.com/albums/qq330/myleslambert/SnowFloorMaterialMarterial.jpg
Need a bit more work on the specular for the steps but for the most part I'm pleased.
Oh and yeah the snow looks a little like plaster but its a mixture of snow and ice, and the specular would handel the material definition. Also the textures use a mixture of photo's and painting but I made use of the normals to really sell them.
I finished my Cliff today, it needs some optimising and the UV needs a few fixes, also probably could do with a proper unique normal map, but all that will be done on my last week with any left over time. I will also break up the cliff with smaller rocks later on.
Its my first time modelling a cliff but I think it came out okay, I used lots of triangles to try and make it feel more rocky. Its quite a complex material but if anyone wants I will put together some images.
Next is to move onto the flooring mesh.. wish me luck!
Edit : just seen your wire and the dark area above the cave looked like another opening but isn't. You should really make another cave above, that looks like the perfect spot and would be nice for gameplay
GCMP : Thanks for the idea, but I don't think theres much room for adding another sniper point up there. But It did give me the idea of having some nice big thick ropes hanging down from there!
ZacD : Yep, that area in the middle spawns a UDamage. Where exactly do you expect roof cover? There will be a barn area at the back.
Anyway here is a bit of an update, not much becuause I had to get some other work done today. I added the cave and have started on the stone wall highpoly.
mLichy: Played to be balanced, but no point in testing for glitches/ exploits till the art pass is done.
Talking about art pass, this is what I've got so far, posting this to keep me motivated, seems to be taking a while to get shit done,
Agreed. I made that mistake with my map and the first two runs sucked real bad Bot's are your friends (even though they try to kill you) and it's even better if you can get friends to play along. You need to make sure you place a few weapons and health packs around the map too. That way, you're bots have a 'reason' to go an area. I noticed bots would flock to the middle and always fight there, but as soon as I gave them a reason not to, the battle's were spread out all over the map.