At the moment I am working on a 3 level Doom 3 project and figured I would share some of how progress is going on it.
There's a couple of images, but as we all know screenshots can be deceiving, so here's one of the video captures I have of a friend doing a test run through the second of the three levels. :)
http://www.mapsbytron.com/abd3sp1-2of3.avi
edit: I should elaborate that I posted this here and not in the wip section as I am more interested in working on my gameplay setups rather than showing this off as a showcase piece.redwyre2006-09-21 15:11:12
Nice start! Can you post videos of the other levels? Including sound would allow us to offer feedback on that aspect also.
The fisrt thing I'd point out is to mess with your lighting, it's a little bright and quite flat throughout the entire level. But also offer some variety - there's an area with a yellow caution/warning light spinning around, there's no need for standard lighting to remain on - turn it off to make this light stand out, throw in some heavy music and bust up some vents with explosions. Have a couple spiders run by in a hallway, add a timer for the player to escape a certain area. Basically - build up your tension!
You've a perfect area to go nuts on and to mess with the players mind: the four lifts. Do something other than a simple call for the lift (also make the functional one stand out more), but don't get stuck in cliches, try think up something other games havent done, or have done and just take it to that next level.
Work on identifying which doors are locked or which ones arent - your friend obviously had some trouble there.
And finally...
Have you friend play with god mode turned OFF ;)
quote:Originally posted by Kris
Nice start! Can you post videos of the other levels? Including sound would allow us to offer feedback on that aspect also.
The fisrt thing I'd point out is to mess with your lighting, it's a little bright and quite flat throughout the entire level. But also offer some variety - there's an area with a yellow caution/warning light spinning around, there's no need for standard lighting to remain on - turn it off to make this light stand out, throw in some heavy music and bust up some vents with explosions. Have a couple spiders run by in a hallway, add a timer for the player to escape a certain area. Basically - build up your tension!
You've a perfect area to go nuts on and to mess with the players mind: the four lifts. Do something other than a simple call for the lift (also make the functional one stand out more), but don't get stuck in cliches, try think up something other games havent done, or have done and just take it to that next level.
Work on identifying which doors are locked or which ones arent - your friend obviously had some trouble there.
And finally...
Have you friend play with god mode turned OFF ;)
With the lift thing the plan is to eventually have that burning one crash down when you press the call button, as can be seen by the fact the working lift activates without pressing any gui though that area still needs completion. :)
quote:With the lift thing the plan is to eventually have that burning one crash down when you press the call button, as can be seen by the fact the working lift activates without pressing any gui though that area still needs completion. :)
Good for the cinematic aspect... but isn't that in a few too many games these days? What else could you do here? ;)
One more shot for the moment, managed to get some work today since I'm all settled into the new apartment now. :) The lighting still needs refinement, the lights in the pillars are just placeholders at the moment and I want to make the light more intense near the skylight and fluro rather than being as even as it is at the moment.
http://mapsbytron.com/images/shot00284.jpgTron2006-11-18 13:29:27
From what I can see from watching the video you've done a great job placing static meshes and lighting the place. It does have a smart BSB layout and it's more then just a standard left-right-left map.
I have two critiques that I think would make the level improved overall.
1) Design for a purpose. A good FPS layout has just as many rooms as it does corridors. And remember to make these rooms useful to the mission. If the player has to release pressure form coolant tanks and then has to hoof it back. Make rooms that he goes through is centralised around that theme. Icy rooms. Rooms with dozens of tanks. Control rooms with monitors and the like.
2) Atmosphere for a FPS level is critical. To that end. Space enemies apart and have them come in lots of numbers, make them come out of dark unlit areas. Drop them from the ceiling only a few feet from the player. Surround the player. Make them pop out form the floor. Anything to create the atmosphere that the enemy is out to get the player and not patrolling the hallways.
But a great effort mate. I hope to see more soon.