Hello Again everyone.
I have been away from the BU community for a while as I have been expanding my knowledge into other areas. I'm teaching myself how to make my own textures, materials and meshes for a custom level I am currently calling Pipeline.
This thread is just a starter to document my progress. Unlike stratus, I will be documenting allot, and now that my new KB takes the view port screen caps there should be allot more posted.
About this map: The map will be of a small to medium size with a focus on detail (as with my previous levels). The level will offer some challenging routes that the player can use to attack and defend. I want the flag to be difficult to capture with opponents attempting to stop you from leaving the base, rather then lots of paths where you could make a sneak escape (BORING).
My Initial Ideas: Initially I imagine this map to be a dark and wet with a mix of Nature, old ruins, and a part industrial theme. The map will be withing a rocky canyon where a river flows through. There will be a sun on the horizon with a flair that shines through the cracks. No kismet events as yet.
I'm going to start with a step by step view of a material I have been working on for the floor. The red tile pattern was taken from the house next door
Level Development Overview
Layout: 70% Under Heavy Concept Development
Lighting: 80% Colour Picking
Meshing: 60% Under Development
BSP Materials: 80% Under Development
Level Construction: 1%
Kismet: 0%
For now if you could please refrain from posting unnecessarily as I would like viewers to be able to read through my posts consecutively.
Thanks for your support more will come soon.
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