|8th Aug 2011, 02:12 PM||#1|
Join Date: Nov. 4th, 2009
Dragon's Den Level Design
Please note that this is my first level design that I intend to publish (and second ever time I’ve made a level) so it isn’t the same standard as many that I’ve seen but I’d appreciate any constructive input on what I’ve managed and what might be advisable for the future.
I plan to release a final design as soon as possible so I can state on my portfolio and CV that I have published my first level design. These are my greatest concerns with the level as it stands. Please let me know what your think...
My greatest concerns:
· The background volume is too quiet
· Some of the caves are lit much darker in the cooked package than they were when testing in the editor
· The overall scale of the map and length of some of the pathways
· The triggers causing the dragon’s attacks as well as the damage dealing physics volumes sometimes seem to move ahead of where the dragon is facing.
Player Count: 14+ (It’s a damn big map)
Description (the silly back-story I just made up on the spot):
After years of suffering landslides caused by unexplained eruptions from “The Mountain of Doom” a team of explorers was sent off to discover the cause. They came across a massive network of caves so high up from the ground that no one would ever have known they existed. Less than an hour after they arrived another quake took place and a great serpentine head emerged from a volatile pool in the network’s centre. Unable to die and unable to escape it’s icy prison the dragon that emerged in welcome was more than happy to wipe out all but one of the explorers, for no reason other than its own amusement.
This one survivor now makes a fortune from holding tournaments within the complex of caves. Whilst the dragon emerges to guard its new treasures – the powerups found at the centre.
Designed to focus around the central Dome where an ice dragon guards the most powerful items. For help on layout and other key rooms please refer to my portfolio link.
· The dragon's head along with many of the static rock meshes were created by me, in 3ds Max.
· Level design by me, using the Unreal Tournament 3 Editor.
· All sounds, music, textures and further meshes have been used taken from existing packages within Unreal.
I have created a little portfolio documentation along with further screen shots on why I did what I did. Some of the text can be a bit of a pain to read as I've taken print screen of my word document but you should still get the gist.
Actual Portfolio: http://the-robject.daportfolio.com/gallery/378309
|dragon, level, map, mod, publishing|