Level 1 - Croc's Head
Level 3 - Ghost
Level 3 - Ghost
I may have to raise things higher on the bottom of the screen. I'll have to see based on playthroughs later. It won't be that big of a deal, though. These two photos show two of the dungeons. One of hidden in the forest...
In other news, GDC Austin begins in a week. I've had a bug of some kind for the past week because I've been going to bed/waking up with a lot of phlegm and coughing. It has been getting considerably better but I went into the doctor's today and got some pills just so that I'd be completely over it by the time the convention starts. Can't wait!
The classic view of the level. Unreal is putting a lot of emphasis on the fact that the box in the lower-right is at an angle for some reason... The hidden doors are in place and you can tell the variation in color. I also added in the plexiglass that is covering the wall of the computer lab. Now players can see inside of this area and also use this section as a sniping position by climbing to the part just above the doorway.
Adam's alien creations in their tubes.
A view of the incubation chambers.
The other tubes. This is one of the areas I may have to brighten up a tad.
The ramp in place. The cables are one of the three items that needs to be textured still. You can see in this pictures (and some in the incubation picture above) that I extended out the catwalk in front of the Domination points. By doing this, and by having the crates where they are, a player is now able to jump throughout the entire level. The ramp section was already designed to do this but I had a request to also have this possible in the central area as well. It also adds a nice touch to the environment.
The computer room. The computer terminal here and some computers in the main area are the other two items that need to be textured. I have rigged three cameras (two of which you can see in the first picture) to show the main area on the computer screens. Two of the images are stationary on the Domination points while the other has a constant pan of the entire laboratory.
I'll keep saying it through the rest of these progression posts, but a huge thanks goes out to Adam Bergstrom and Jessie Brueske for their help. Adam's alien models turned out fantastic and they add a lot to the level by slowly moving in their tubes. Jessie has put a lot of effort into the texture work and it definitely shows. It all goes beyond my expectations. Thanks again!
The next post in this series will be of the level textured. Jessie Brueske is creating the textures for me. Adam Bergstrom has designed, modeled, and textured the aliens which will be placed in the tubes. Please visit their blogs and portfolios. A link to their blogs can be found on the right side of mine. Their portfolio sites can be found here:
I started out with the main building shape and catwalk system. Then I went and got the doors and central area made with the jump pads and tubes and ramps on the sides. Movers and triggers were also completed. Everything right now is made with brushes from Unreal.
As I continued, I began to change the level a little bit. Instead of having the central tube completely broken off, I increased its height all the way to the ceiling and added support pillars to increase the amount of cover in the level. The central tube will now have two entrances on the top and ground levels. The two Domination points and capture screens were set up and I started to create my own models in 3ds Max and placing them as well (ie - the catwalk).
Here I replaced the temporary ramp I made in Unreal with the one I created in Max. More cover was added with the five boxes shown, which are incubation chambers. An entrance to the Domination point was also added on the lower level.
I fleshed out the six tubes a bit more, making the one look like the jump pad I had in the concept art.I also added more tubes in another section of the laboratory and made a jump pad there as well. This gives players five ways total to get to the Domination points on either side. The door you see on the upper level on the left is a hidden door. Remember the Library level in Goldeneye for the Nintendo 64? I added in this door based on the hidden doors in the walls in that game. Players can either hide in here or use the hallway inside it as a shortcut to the other side of the map, without having to going through the open. At this point, the majority of the meshes in the level are still created with brushes in Unreal.
The next post will show how the level has changed after my own Max models and lighting are included.
This was the level layout I designed. The two Domination points are on either side of the map in two rooms on the upper floor. Switches are scattered throughout the level that will close doors on these points to help a team either offensively or defensively. There are also switches that will activate a door that holds the Redeemer.
This is the computer room, which is at the bottom center of the level on the second floor. Several of the switches are in this room and the monitors will display the action in the central area.
This is in the middle of the laboratory - the tube that held the alien which broke loose. The plexiglass underneath is where the Redeemer is held. The air bubbles that are still coming out of the tube will allow a player to fly up to the second floor.
In the bottom-left corner of the lab are six tubes which are used to hold some of the aliens. One of the tubes is shattered, allowing players to use its air bubbles to jump to the second floor.
Tune in tomorrow to see the beginning of the stub level progression.