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crystalunicornmagic Member
Joined: 15 Apr 2011 Posts: 21
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Posted: Sat May 07, 2011 8:26 pm Post subject: Clocktower Square (part of a level I'm making) |
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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?
Uploaded with ImageShack.us
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 Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat May 07, 2011 8:30 pm Post subject: |
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Don't remove the tree - it's one of the things that makes this level spark.
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. What FPS are you talking about?
Anyway, keep up the good work! _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat May 07, 2011 8:33 pm Post subject: |
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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. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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crystalunicornmagic Member
Joined: 15 Apr 2011 Posts: 21
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Posted: Sat May 07, 2011 8:48 pm Post subject: |
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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 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat May 07, 2011 11:54 pm Post subject: |
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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.) _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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crystalunicornmagic Member
Joined: 15 Apr 2011 Posts: 21
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Posted: Sun May 08, 2011 1:28 am Post subject: |
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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 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun May 08, 2011 2:51 pm Post subject: |
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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. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Mon May 09, 2011 3:03 pm Post subject: |
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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 _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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crystalunicornmagic Member
Joined: 15 Apr 2011 Posts: 21
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Posted: Mon May 09, 2011 6:28 pm Post subject: |
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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 Member
Joined: 18 Apr 2011 Posts: 38 Location: West Sydney, NSW, Australia
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Posted: Tue May 10, 2011 12:28 am Post subject: |
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Don't worry about the size of your clock, it's what you do with it that matters |
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Timpuktu Member
Joined: 09 Aug 2004 Posts: 86 Location: Finland, Helsinki
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Posted: Tue May 10, 2011 4:52 pm Post subject: |
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I think the clock tower looks great.
- Timpuktu _________________ Life is a waste of time, time is a waste of life. Get wasted all the time and you have the time of your life. |
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crystalunicornmagic Member
Joined: 15 Apr 2011 Posts: 21
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Posted: Tue May 10, 2011 6:45 pm Post subject: |
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MadMikeAU wrote: |
Don't worry about the size of your clock, it's what you do with it that matters |
lol, thanks guys |
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