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[Environment] Teleport Level

polycounter lvl 19
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Slipstream polycounter lvl 19
My teacher wanted us to create a level, so I've spent the last week and a half prototyping out the first two sections of the final deliverable. Class goals stated that we have to have 4 prototypes, with one already out of the way and the mid term one approaching, and that we have to have test sessions for each prototype. So I was hoping to find some people to give me there opinions on what I've done so far and where I'll be heading.

http://www.spiralpowered.com/Teleport_v001.rar

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http://img.photobucket.com/albums/v416/temetry/ScreenShot00192.jpg
http://img.photobucket.com/albums/v416/temetry/ScreenShot00196.jpg
http://img.photobucket.com/albums/v416/temetry/ScreenShot00195.jpg

It's a puzzle game, meant to be used with the translocator. For now, just use allweapons, or loaded in the command line. Next version should see the game starting you off with the translocator.
Players have to hit buttons to open up new sections, and use the translocator gun to bounce shots to where they need to go, in addition to moving to places within the puzzle quickly, to execute actions before time runs out.
1st Section is a tutorial section (tower), second section puts into practice what was taught in the first section. The second section (which is the area directly outside the tower) is only half complete at this stage though, so it's very confusing.

The map is published, and just needs to be copied into your MyGames/Unreal Tournament 3/UTGame/Published/CookedPC/CustomMaps folder, then you can open up Unreal, go to Instant Action, and start up the map. Spawning bots for additional hilarity is optional.
It shouldn't take more than 5 minutes to finish at this point.

Some specific test questions that I have to ask:
- Do you feel that the environment gives you enough direction on where you need to go without being instructed?

- Do you think that the timer on the doors for the 4th level of the tower are too short? Too long?

- Based on what you've seen so far, what do you think your current and eventual objective is?

And if you have any other thoughts or opinions lemme know

1 serious bug right now is that the ladder leading up to the rest of the puzzles doesn't work in the actual unreal game; so you'll have to use ghost or fly to get up to the second level.

Thanks!

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Art stuff!

Artistically, I'm inspired a bunch by Mass Effect 2, specifically a lot of the work done in the Normandy. I wanted to accentuate that clean look, and combine it with some goofy elements from Dexter's Laboratory and Portal.
Right now most of the elements are placeholders for the puzzle, but eventually it's going to have a really clean, super shiny feel to it, with the glows hopefully directing your eye to area's of interest, and places that you need to go.
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