Monday, August 2, 2010

DM-UnderWash, Underway

I've finally gotten back to building this puppy. For the most part, the layout IS done, there may be a few necessary lifts to be put in, but for the most part, I'm relatively satisfied with how it's worked. I feel that there could be improvements to the path weighting system to improve flow. I am considering moving one of the more powerful weapons to the upper deck while altering the position of several other goodies...

Lighting is gonna be a pain in the neck though...
So far, I've completed the mine lifts that run through the center, the observatory deck, and the mess hall. If a player is unable to get off the lift on time, they will be crushed by the containment fields above. The containment fields have a hydrophobic property, preventing the sea-water from rushing in and flooding the submarine platform. This also prevents anything with any water content in its body from using this exit.

All rides to and from the submarine mining platform are accomplished by submersible shuttles. The processing facility above the surface is linked by a particle rail to other facilities.

Friday, April 23, 2010

UDK Downloaded

There are a couple new features that I haven't really delved into yet. I'll probably need more time to really familiarize myself with the whole interface, but a new thing that I'm glad for is that the mouse button doesn't need to be held down to move about in the perspective viewport. It's great.

I'll have to really fool around with it later today though to grasp the time needed to process lighting, so I'll do that with one of my own levels.

Sunday, April 18, 2010

Starting with UDK

Well, I've become quite familiar with the UT3 editor, but I feel that it's time I learn more in what Unreal Engine 3 has to offer. I wish to start on a new project as soon as I can, but it will require others' help as well. Many snow textures, rock textures, and metallic textures will be utilized in the assets. The 19th of April will see me waking up and starting to learn the new UI in the UDK.

I hope to start with a very basic environment, then move on to more complex things before I actually get started on world design. It'll be as hostile as I describe it in the book.

I've always wanted to make a game, and making an indie title is the next best thing.

Check back later for progress on my working title.

Thursday, March 25, 2010

Screenshots of Level Design work

WAR-Nerok
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Demonstration of Cave Arena


Beta 2.1 Video of WAR-Nerok

Free-hand sketches from last year (small sample)

All-pencil freehand sketches

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Manufacturers Izo and Volkner

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WAR-Nerok, MSUC Entrant, UT3 Environment

Name: Nerok
Version: Release 1.1
Full-scale Planned Modes: Team Deathmatch, Warfare, vCTF, Greed
Recommended Player Count: 12-20

Compatibility: Must have titan pack and patch 5 (patch 2.1)

Comments: An unconventional layout, filled with unique ideas implemented to be cohesive and function as one. The tactics on this battlefield may change at any moment, forcing newer tactics to be used. It's not about nuking your enemy's core, it's about using the nodes to deal damage. The focus is less on core-attacking, and more on node capturing. Too bad I couldn't get the whole thing done in time for MSUC, but whatever, it's going in my portfolio anyways because it's taken up a huge amount of time. If only I could have made it the way it is now for MSUC.

Description/Backstory: Fragments remaining from the shattered world left behind by the turmoil and tempestuous civil war on Endotermik III, these autonomous mining colonies were left to the biting winds and violent weathering to become one with the planet again; however, mechanized beings with a purpose never stop, and so these colonies continued to sustain themselves, pumping out 200 kilotons of ore, each revolution around the star system, a solar year. Tenok clans have found their ways into the mines by chance, and use the derelict technology to sustain their own bitter existence. They are only marked by their monolithic presence on the frozen surface of the planet.

Things to know

-Custom Map music was created by Vandora
-Holding the enemy's prime node will damage their core
-The 90 second countdown node will deal 25 damage to the enemy core
-There are three routes to reach enemy prime
-Pulse Rifle replaces shock rifle. The secondary is like a flak shell (in function), but travels further, the primary is automatic. It is intended to be slightly more effective against vehicles than infantry.
-The standalone nodes on either side of the map destroy your prime if held by the enemy, and vice versa.
-You are unable to attack the enemy core directly, this is more about holding nodes down.

Link to original post: WAR-Nerok 1.1

DM-Hyraxis, UT3 Environment work.

Version: V1.1
Compatibility: 1.3 Patch
Description: Located deep within the core of the Hyraxis Transportation network are stations such as H-AXC003. These stations accelerate automated passenger trains up to supersonic speeds by means of electromagnetic induction, delivering human cargo to their destinations within minutes. This system was initiated by the Liandri corporation in order to prevent choking airways due to overload of civilian movement during the Tournament. H-AXC003, out of high demand for bloodsport, was converted into a tournament arena for violent battles to the death, not because of the high drops, but because of the dangers present in an active accelerating station.

Comments: Although it may not look like much to the average person, it's my 2nd completed map on the PC, and this map is no joke. Hyraxis is a radical, different, deadly layout for a deathmatch map, originating from an original TimeSplitters: Future Perfect map called AuToMaTiKs 2, Hyraxis is going to make you think twice about jumping off that platform to the rail, or go after the amp, or run haplessly through a teleport, it will keep your twitch reflexes going though it may not look like much. The jump button will be used... it will be.

Original Post found here: DM-Hyraxis 1.1

Wednesday, March 10, 2010

DM-Cryostasis, UT3 Environment, early work

EpicGames Forums Link: DM-Cryostasis
Name: Cryostasis
Version: 1.0
Compatibility: PC & PS3
Description: A tight, deadly Cryogenics research facility transformed into an even deadlier arena, Cryostasis was designed for research on chemical reactions between flesh and particle arresting weaponry in hopes of finding a method of fighting Marauder troops by sending them to their frozen deaths.