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Clocktower Square (part of a level I'm making)

 
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crystalunicornmagic
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Joined: 15 Apr 2011
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PostPosted: Sat May 07, 2011 8:26 pm    Post subject: Clocktower Square (part of a level I'm making) Reply with quote

Hi I'm working on making levels for an FPS.

Here is a screenshot of the central "hotspot" of the level. I haven't worked on it in a while because I am trying to keep the polycount less than 5000, and don't really know how I should fill up the rest of the level (I'm thinking of putting water on the left side of the level, but then I would have to put a clock on each side of the tower, and remove the tree in order for it to make architectural sense. Question, wouldn't they need a really long ladder if the clock ever stopped working?





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Oh, and here's the beta plans for the level (let me know if something looks wrong or just doesn't play well.

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Jeroen
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PostPosted: Sat May 07, 2011 8:30 pm    Post subject: Reply with quote

Don't remove the tree - it's one of the things that makes this level spark. Very Happy

I like the way you plan your level, complete with layout etc. Don't know how well it would play though - can't really tell until I can actually play it. Wink What FPS are you talking about?

Anyway, keep up the good work!
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trucker2000
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PostPosted: Sat May 07, 2011 8:33 pm    Post subject: Reply with quote

That's looking really good. For a low poly ladder, I'd just use a box with a ladder texture on it. Your players won't be climbing that ladder anyway, so just fake it.

As for your plan, is the clock tower in the center part with water behind it? That would look really good.
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crystalunicornmagic
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PostPosted: Sat May 07, 2011 8:48 pm    Post subject: Reply with quote

Yes, I really like the tree too. I'm just confused as to the setting of this level. I want water in it, but are there any real life clocktowers near water? If so, isn't the clock always facing the water, so sailors can see it? I want the water on the tree side, which would make the tree block the clock =S. The clocktower is in the center, but what side do you mean by behind? Can you draw it on the map lol?

Also, the ladder bit was hypothetical, how do they fix real life clocktowers? I was planning on hiding a ladder somewhere on the map as an easter egg though.

Haven't thought of a name yet, but it will be a cross of quake, unreal tournament, goldeneye and gears of war.
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trucker2000
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PostPosted: Sat May 07, 2011 11:54 pm    Post subject: Reply with quote

Here's the idea:


That should give you an idea of what I was thinking you had drawn.
(I like the ladder as an easter egg especially if the player can climb up.)
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crystalunicornmagic
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PostPosted: Sun May 08, 2011 1:28 am    Post subject: Reply with quote

Where should I put the tree lol? It wouldn't make sense to have a tree in-front of the clocktower facing the water. Also, I can't have the ladder climbable, too much code (and people would just camp there all day lol.)
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trucker2000
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PostPosted: Sun May 08, 2011 2:51 pm    Post subject: Reply with quote

The tree is off to the side now right? Just keep it there. It's not in front of the clock and doesn't block it's view.
As for the ladder, I'll revert back to my original suggestion.

Also, remember, you asked for suggestions. My suggestions are just that. Suggestions. Make the level the way you envision and I'll bet it will be fantastic. Smile
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AWM Mars
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PostPosted: Mon May 09, 2011 3:03 pm    Post subject: Reply with quote

From a 'reality' point of design, the so called access to the clock tower would have been a ladder brought by the 'tender', with lockable access hatch at high level. Also consider a lot of public clocks in the early days, were driven by water.

Try placing the clock in the centre at a low level, so its face would be about 10-20 feet above the surrounding areas, with small vertical water fall features to each corner of the square, and steps from each face. In the corners place your trees, as they won't block the clock faces or road-views to it. Having all three elements, time, water and foliage in one place, is a good recipe for calmness Cool
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crystalunicornmagic
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PostPosted: Mon May 09, 2011 6:28 pm    Post subject: Reply with quote

Thanks, you guys have given me some really good ideas. I'm probably gonna keep the clocktower at 20-30 units though, it's supposed to be a long range clock and it just doesn't feel as pronounced if it was shorter. Also, is the size of the clock itself too small, or should I make it bigger?
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MadMikeAU
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PostPosted: Tue May 10, 2011 12:28 am    Post subject: Reply with quote

Don't worry about the size of your clock, it's what you do with it that matters Laughing
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Timpuktu
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PostPosted: Tue May 10, 2011 4:52 pm    Post subject: Reply with quote

I think the clock tower looks great.

- Timpuktu
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crystalunicornmagic
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PostPosted: Tue May 10, 2011 6:45 pm    Post subject: Reply with quote

MadMikeAU wrote:
Don't worry about the size of your clock, it's what you do with it that matters Laughing


lol, thanks guys Very Happy
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