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WIP - Hall of Kings Concept Level
#265980
05/15/09 12:05
05/15/09 12:05
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Joined: Sep 2002
Posts: 1,381 New Brunswick, Canada
Ayrus
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OP
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Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
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Well now.. It has been a long long time since I have frequented these forums, but recently I have been hit with the itch to mess around again. As such, I have gone ahead and started work on what will hopefully become a dungeon area that I am calling The Hall of the Kings. I have completed the basic layout and am currently in the process of creating basic placeholder models for the various architectural aspects that I would like to add (Pillars, columns, rafters, arches, gates, etc..) so there isn't much to see, however here is the layout: Regards, Ayrus
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Re: WIP - Hall of Kings Concept Level
[Re: lostclimate]
#266029
05/15/09 15:42
05/15/09 15:42
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Joined: Sep 2002
Posts: 1,381 New Brunswick, Canada
Ayrus
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I threw that together in about 30 minutes (Building in WED).. the trick is doing your homework in advance... if you don't, working in wed really can be a pain, especially when it comes to maintaining scale properly. Before I commit anything to wed when fooling around, I generally do a base sketch to create the levels general layout. Then I put that onto graph paper, using the grid to control scale. Once I have a scaled layout on graph paper, I'll pick out the main rooms that really need a lot of detail/focus, and I'll create a larger scale (Usually a 1:1 Ratio) version of that room, putting in all the details that I want. So, for the entire process so far, I have put in approx 4-5 hours on the level, most of which is on paper. Depending on how far I take this design, I may end up upgrading my A6 COMM license to the A7 License, and at the same time flip to more up to date level design methods, but for now I like kickin it old school Regards, Ayrus
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Re: WIP - Hall of Kings Concept Level
[Re: KiwiBoy]
#266263
05/17/09 03:50
05/17/09 03:50
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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yes, good job. i create a lot of map entities in WED and fill them up with models for details like stairs, pillars, furniture, etc. the prefabs in WED are not that great so i end up having to use a model for levels with great detail. that also seems to keep building time a minimum. Good luck.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: WIP - Hall of Kings Concept Level
[Re: Blink]
#266427
05/17/09 23:59
05/17/09 23:59
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Joined: Sep 2002
Posts: 1,381 New Brunswick, Canada
Ayrus
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Well, I am in the process of converting the textures over from .dds right now, and have started to play with the lighting and have begun working on the finer details of the walls of the dungeon (Adding trim, alcoves, etc...), all untextured placeholder models still, kinda just messing around trying to figure out where lights will go and how they will work. Once I have that sorted, I'll go back and code the lights so that they don't have a fixed range, but instead have a variable range, slowing switching through those ranges, creating the torch light. One thing I am thinking for the latter stages of the level is to disable all the lights and make the torches interactive, so the player would have to turn them on. The purpose of this is two-fold... 1) When going down into a little used tomb, the player would need to bring their own light and light any torches along the way as they would not already be in use, and two, this would allow the player to know if they have been somewhere, if there is light, then the player must have been there to light the torch. Anyways, an updated shot to show where torches/light sources will eventually end up. Regards, Ayrus
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