I think I got a little bit of everybody's here.
Ben, I did raise up the train, remodeled the train (needs materials), put in another train going the other way, and built up a nice track for it. The shadows through the windows do some really cool things.
Jason I think it was like that to hide that there were no details. It'll be dialed out once textured assets start falling in place.
Shep & jeffro, yea those default settings are really intense! I've just started scratching the surfaces with those settings this weekend. Chopped most of them in half or more.
ngs616; the train is set to a random play rate, though it was a little high. So I chopped it in half, but then added another train. In a real game setting, this would be cut way down. I left it a bit high so wouldn't miss it in the video.
Other new stuff:
Added a bunch of trash props. Animated the clouds in the sky.
Still a lot of totally blank areas. The exploding door area will be a blown out, rubble area, and the flashing TV room will be moderately furnished. The street itself (what player stands on) need more which I'll likely invest more foreground to help cover.
I invested quite a bit of time in optimization. Seems silly for the challenge, but the idea was to also reduce build times.
I few quick things for you Unreal users, After building lighting, the log tab of the Swarm Agent has a lot of useful information. In the Lighting Build Info, sort by % Lighting Time, select high percentage objects (static meshes), and click Go To to see what this is in the world. I like to check a few of these out to make sure it's things I mean to be at the top, and not a whole bunch of tiny, insignificant things.
Here's a video (this time with sound) Edit: I had no idea frap recorded my music player too, so enjoy the Six Feet Under by accident)
Here's a image of the area that got the most work:
Here's a few little things I put together in Kismet for this competition (note: if you were making a great game you'd want to use unreal script for most of this)
First, if you haven't see the camera setup, here it is:
To remove the hud, you can go into the console and type ToggleHUD, or you can tell Kismet to put in this command for you.
Right Click > New Action > Misc > Console Command
You'll need to attach a Player variable to the Target.
Right Click > New Variable > Player > Player, and uncheck All Players.
With this setup, you can use any of those useful console commands without having to put them in every time. For this level, I used SetSpeed 0.6 because I felt the UDK default run speed took me through the level too quickly to get a good look at it. Also, when I'm working on something at the end of the level, I like to set the speed up to around 3 so I can get there quickly.
You can also remove the hud via Cinematic Mode.
Right Click > New Action > Toggle > Toggle Cinematic Mode
If you still want to be able to move, uncheck Disable Movement. I leave Disable Turning on for this level since I want the player to run straight down the level. Hide HUD is automatic with Cinematic Mode, and I also like to use Hide Player for testing things without that robot on the screen.