Hey all, seeing as I have migrated back to these forums, and I'm getting back into Level Design in a big way, I thought I would share with you all my latest project.
Despos is the first map in my attempt to create a new benchmark for myself, as over the last few years I have been spending a lot of time learning various skills, and experimenting in the UDK, but I have not really done anything substantial due to the time constraints of school and exams. As such, the only pieces in my portfolio are either unfinished, or very old, and do not really represent my current skill level.
Below are some of the newest early WIP shots of Despos:
Key Features:
- The map is relatively is small, and has an even balance of tight corridors and larger open spaces. The corridors are all multi-leveled, with grate floors that can be shot through, while the more open areas are very focused around Z-axis combat.
- No custom Materials, Textures or Meshes (in the interest of a quick turn around at a high level of visual polish)
- Many Dynamic Elements, such as hovering spaceships, gushing water, gouts of smoke, turning cogs, flickering lights, dynamic weather and post processing, and most importantly, shutters that can be closed or opened to close down various areas of the map, and to potentially trap or aid flag carriers and their pursuers.
- A futuristic, dystopian, neo-slum theme; the action takes place in the ruins of the old city, which is awash with the rubbish and debris from the more fortunate inhabitants of the skyscrapers built up above.
Here is a picture of the Floorplan, unfortunately the multi-levelled nature of the map makes this a little unclear.
More of an announcement than anything, once I get back from my holiday in Greece I'll be working most days to get an alpha out. so expect something playable in 2-3 weeks!
Cheers,
George!
-- Edited by Cupcake on Friday 26th of July 2013 05:01:58 PM
Yes, looking very nice.
The colours you've chosen mixed with those aging mesh materials do feel very dystopian so you've hit that on the head quite nicely!
The blimp in the sky is a nice touch too M8!
Thanks a lot guys! :) Bl!tz, I'm glad you like the courtyard-type area, its the only part I've worked on the visuals in, so I hope you like the rest of it equally.
PorkSword, thanks for the kind comments! It's nice to know that you think I've nailed the feel, hopefully a bit further down the line the map will ooze dereliction and the failure of civilization. The Blimp is actually a stock UT spaceship mesh, but I may push it a bit more in that direction now, perhaps by adding a wire holding it to earth or something similar.
If you have any other suggestions or criticism just fire it at me!