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created Sixties - My level design project.
on 12-07-2009 10:13 AM
I'll keep adding and editing the first page until I either finish it, get a cool job as a rockstar or give up and cry. ;)
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(I hope)
Short introduction:
Some have seen the occasional asset in the what are you working on thread and I decided to put it all under one roof.
Everything is still kind of free floating so I've taken a step back from the art and a step forward into the planning. I'ma gonna do it all proper like! (And see how well it goes instead of placing out assets willy-nilly.)
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The design / gameplay in general:
It will be a Harvest (Get provisions) / Survival (Hide from third enemy/timer-event) / King of the hill (hold an object) level. There will be a timer running the show probably.
When the game starts it counts down from 10. When the timer reaches 0 the doors open and the team rushes out to get supplies randomly spawned across the map (In the center of a map there will be a king of the hill mechanic. The team owning that area will gain points as long as they hold it. This way they won't have to run around the map and collect the spawned ones although it might be wise to do both).
Every now and then an airhorn sounds off and the teams drop their weapons and have to rush back to their individual building. Those left outside will be killed and for every person killed the other team gains a point.
Repeat.
The gun shops will be host to the best weapons / powerups in the game. So the team has to decide where to run first. Steal the king of the hill-object or get weapons before they go or split their forces.
Potentially it might be that the more gun shoppes the team has, the better weapons they start with at the beginning of a round. Something that will help when they've dropped their weapons after the first "round".
Also , the teams might sacrifice a few people (points to the other team) by making sure that they get a gun shop or hold the KOTH-object a bit extra before the next round.
Of course alot of this will be tested. Two potential layouts. No fluff. Will of course have to add some extra stuff to the maps as i go. At the moment i just want to show off the spawn/king of the hill-mechanic.
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The art:
Some taste samples. I will be reusing props for both areas. Just colored differently. I CAN ONLY DO SO MUCH CAPTAIN!!!

Last edited by Wahlgren; 12-09-2009 at 04:51 AM..
André Wahlgren ( Portfolio)
Environment artist.
The artist formerly known as Notorious P.I.G
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, dedicated polycounter,
1,433 Posts,
Join Date May 2006,
Location Sweden (Malmö)
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I like where this is going 
I'll be keeping and eye on this one :=
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The amount of wear in your textures is perfect - just enough to tell it's been used. Definitely watching this one as well, it's neat to see something so different.
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, triangle,
417 Posts,
Join Date Apr 2009,
Location Forest, Virginia, USA
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Hahaha, I am loving this.. cant wait to see more
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, polycounter,
856 Posts,
Join Date Nov 2009,
Location Grenå, Denmark
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What game is this for?
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, Administrator,
7,360 Posts,
Join Date Oct 2004,
Location Vancouver, B.C.
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It's more of a personal concept/hobby thing I'm working on for my portfolio. I doubt it will ever be "playable" the way I want it to be. I'm an artist. Not a code monkey! So it's more or less going to end up as a big environment that you can run around in with "thought" and "planning" behind it. I will use UDK for it.
3Dlee. I wanted to keep a very clean colorful look on the assets so I won't go crazy on the grunge and tear. I'm still experimenting a bit with it. I want to try and pull it in a "dark colorful" direction. Not grimy, rusty though.
Last edited by Wahlgren; 12-07-2009 at 11:00 AM..
André Wahlgren ( Portfolio)
Environment artist.
The artist formerly known as Notorious P.I.G
|
, dedicated polycounter,
1,433 Posts,
Join Date May 2006,
Location Sweden (Malmö)
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If you're going to be doing most of the art for this, why not pick a game that supports those game modes and put it in there? You already have the different colour motif going on (red.. so I assume Blue as well). Sounds like Team-Fortress 2 (thus, the Source engine) could be a good candidate for you to actually show these things "in-game" and playable.
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, Administrator,
7,360 Posts,
Join Date Oct 2004,
Location Vancouver, B.C.
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American Streamline is my all time favorite style. I'm pretty sure i've collected every single image of the style off the internerds. I personally am excited to see this get done. 
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, polygon,
666 Posts,
Join Date Oct 2004,
Location Montreal, QC
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Best video game toaster ever.
Looks cool and looking forward to more! Are those cubemap reflections?
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, line,
95 Posts,
Join Date Jul 2006,
Location Quad Cities, IL
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As adam said, TF2 really fits here gamemode wise, and also style-wise.
I say do it on Source.
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, polycounter,
767 Posts,
Join Date Aug 2009,
Location Sgr A*
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The only thing I would be careful of if you were to use TF2 would be this: Making people think you were trying to mimic Teamfortresses art style when really you're just using it for its gameplay. And sine it already has this sort of 'Streamline' flavour to it, you would almost definitely ahve to redo all art for your level so that the only comparison your level would have to TF, is the characters.
It sounds like you want to do all the artwork anyway, so thats not a big deal. Right? 
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, Administrator,
7,360 Posts,
Join Date Oct 2004,
Location Vancouver, B.C.
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wow, good idea! cant wait to see how this turns out!
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, polygon,
649 Posts,
Join Date Dec 2009,
Location Florida, USA
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sounds really cool.. like the art you have so far.. keep us posted
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, spline,
124 Posts,
Join Date Mar 2009,
Location Malmö-Sweden
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Oh go go go, this looks like a great start! I'm guessing that's Max viewport? Looks hawt. Fingers crossed it's my shadercode i'm seeing here :p
I don't really get your layout plans though, some circles don't seem to describe a lot of level layout...
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, polycounter,
1,027 Posts,
Join Date Oct 2008,
Location Belgium
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looking cool /subscribe
my name irl is Alex
3ds Max 2010/Photophop CS4
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, spline,
226 Posts,
Join Date Oct 2009,
Location Sydney, Aus
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wow this is really inspirational stuff! Can't wait to see where it goes!
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, polygon,
580 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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Hi man, it looks really good! can't wait to see more!
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, null,
5 Posts,
Join Date Dec 2009,
Location Copenhagen
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Whoa. Lot's of support. Thank you guys and about the whole UDK / Source thing I'd rather just focus on art and design at the moment and then cross that bridge when i reach it.
Anyway. I got a small extra prop for you today. Nothing major or special. It was a quickie. Not going to obsess over it due to the big amount of props I got to do.... It's also the first blue prop! Woo!
I'm going with oval roundish-shapes for Fat Eddie's joint and pointy more "american" ones with Billy burger.
Xoliul: It is your shader right now yup! Thanks a bunch mate. It won't be in the end though. Sorry!
dur23: You got pm!

Last edited by Wahlgren; 12-08-2009 at 12:25 PM..
André Wahlgren ( Portfolio)
Environment artist.
The artist formerly known as Notorious P.I.G
|
, dedicated polycounter,
1,433 Posts,
Join Date May 2006,
Location Sweden (Malmö)
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This radiates style! Very nice clean texture and shader work. It feels oddly fresh to see something retro that isn't wildly bombed out and decaying.
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, polygon,
591 Posts,
Join Date May 2009,
Location Sparks, MD
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All that work in design is a waste if people cannot play it. Consider this:
Interviewer/friend/whatever: Hey NotoriousPIG what're you working on?
NotoriousPIG: Oh this level I wanted to create, it has 3 different game modes and takes place in the 60's!
Interviewer/friend/whateveR: Oh wow that sounds awesome! Can I play it?
NotoriousPIG: No.
---FAIL---
The second they find out this is unplayable is the second they (we?) are uninterested in your 'design'. It's one thing to show something on paper, its an entirely other (and MUCH stronger) thing if they we can play.
I'm bringing this up, again, because I really hate seeing talented people waste their time.
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, Administrator,
7,360 Posts,
Join Date Oct 2004,
Location Vancouver, B.C.
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@adam:
I see your point, but allow me to play devils advocate here for a minute:
Screenshots are nice too, especially when it is unreal compared to source, there is no denying that it is a more powerful engine and in that respect, perhaps more ideal to show off art rather than a game concept per say. Though, showing both obviously never hurts.
Besides, those assets NotoriousPIG created does not fall perfectly in with the TF2 visual style, albeit strikingly close. In that respect, the characters could probably fall a bit out of tune with the evironment, not as much as giant space monsters, but still. :P
EDIT: So saying that showcasing the level in unreal would be a waste of time, is maybe slight exaggeration
Just my $0.02
Last edited by bbob; 12-08-2009 at 01:48 PM..
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, polycounter,
856 Posts,
Join Date Nov 2009,
Location Grenå, Denmark
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Hehe, well, yeah now that he has formulated a gameplay concept, then it would be dull without the steamy, delicious blue on red action. I will give you that. But screenshots wont be a COMPLETE waste of time.. :P
But that is Swedes in a nutshell. That, and battleships that tip over ;)
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, polycounter,
856 Posts,
Join Date Nov 2009,
Location Grenå, Denmark
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It's WAY easier to create custom gameplay in UDK than it is in Source anyway, so it's not a waste if he'd want to do anything slightly different than standard TF2 gameplay.
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, polycounter,
1,027 Posts,
Join Date Oct 2008,
Location Belgium
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Early stage. I don't care about artifacts only that it's there.
Sorry for the music. It snuck in there.
Use this if youtube doesn't work. It's a direct link to my dropbox account so it will stream in a new window in your browser.
http://dl.dropbox.com/u/469564/Sixty...Greybox_01.wmv
Last edited by Wahlgren; 12-09-2009 at 10:41 AM..
André Wahlgren ( Portfolio)
Environment artist.
The artist formerly known as Notorious P.I.G
|
, dedicated polycounter,
1,433 Posts,
Join Date May 2006,
Location Sweden (Malmö)
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