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level design project  "who would like to build a level by design ? (updated 1/18)"

User is offline   atlas 

#1

hello everyone,

i'm a recent graduate with a BFA in illustration and animation and i'm looking for some things to do to build a new portfolio for concept illustration. about a year ago i was playing duke and I started drawing some sketches of a level i thought would be really cool to build.. but i never had the time to learn how to use BUILD or mapster32. i was wondering if anyone would be interested in collaborating on a project where the level artist could take some of my ideas and translate them into a level. the map maker would get credit for the map, and then i'd have some extra work for my portfolio. and it doesn't have to be strictly by my design either - hopefully with the knowledge that they know, they can advise me what is and isn't possible in the engine (such as RoR) and also what might make for better gameplay.

my idea (i'll scan those sketches sometime tomorrow) was for a level that would take place under ground. a block of a city is being attacked and above ground isn't safe to traverse. duke must blow his way through the sewers and underground maintenance and subway tunnels to get to the bus terminal where he will encounter the final boss.

if anyone is interested, let me know !

This post has been edited by atlas: 17 January 2011 - 11:48 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2

View Postatlas, on Nov 17 2010, 08:34 PM, said:

my idea (i'll scan those sketches sometime tomorrow) was for a level that would take place under ground. a block of a city is being attacked and above ground isn't safe to traverse. duke must blow his way through the sewers and underground maintenance and subway tunnels to get to the bus terminal where he will encounter the final boss.


I'll bet it would be more interesting if the level were more of a mixture between above ground and underground. You would start above ground, then reach a point where you are blocked and have to use the sewers, then you come out in a different part of the city, explore a while till you are blocked again, then go underground to get to the next section, etc.
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User is offline   DavoX 

  • Honored Donor

#3

I dunno, sounds like you have an idea and want someone else to do all the work for you :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#4

View PostDavoX, on Nov 18 2010, 05:42 AM, said:

I dunno, sounds like you have an idea and want someone else to do all the work for you :blink:


That's exactly right. But sometimes I hear mappers say that they need inspiration, and the reason they stop mapping is because they are out of ideas. So, maybe there is some mapper who would like doing this.
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#5

this sounds a bit weird... atlas how "big" do you think the map is going to be?

This post has been edited by Jhect: 18 November 2010 - 07:26 AM

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User is offline   Micky C 

  • Honored Donor

#6

I just hope he's aware of the limitations in mapster.
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#7

View PostMicky C, on Nov 18 2010, 10:04 PM, said:

I just hope he's aware of the limitations in mapster.

...
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User is offline   atlas 

#8

hey, so here are the sketches i did about a year ago with some notes for translation. :blink:

Posted Image

Posted Image

This post has been edited by atlas: 19 November 2010 - 10:43 AM

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#9

atlas what do you say that i teach you mapping? that is by far the easiest way to get what you want. it looks like you have a fantastic map in your head and damn you are good at drawing. it is really not as hard as you think the first time you try it.

This post has been edited by Jhect: 19 November 2010 - 01:20 PM

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User is offline   Mike Norvak 

  • Music Producer

#10

Awesome stuff u made, but why did u think in duke? I think there´s much more appropriate game software to make that map, anyways mapster isn´t to difficult to learn, the prob is that when u learn, you will have to adapt the map to mapster limitations, instead of adjust the host to ur requirements.

This post has been edited by Norvak: 20 November 2010 - 08:41 AM

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User is offline   atlas 

#11

View PostJhect, on Nov 19 2010, 01:20 PM, said:

atlas what do you say that i teach you mapping? that is by far the easiest way to get what you want. it looks like you have a fantastic map in your head and damn you are good at drawing. it is really not as hard as you think the first time you try it.


mann.. i guess i could learn how to do it myself. but someone else could probably get it done alot sooner. i suppose i just wanted to focus on the drawings and conveying my ideas for the architecture so someone else could understand it. but your point is valid and i will consider it if noone is up for collaborating. and .. thank you ! : )

View PostNorvak, on Nov 19 2010, 06:39 PM, said:

Awesome stuff u made, but why did u think in duke? I think there´s much more appropriate game software to make that map, anyways mapster isn´t to difficult to learn, the prob is that when u learn, you will have to adapt to the map to mapster limitations, instead of adjust the host to ur requirements.


well the thing is i've played duke since i was alot younger. and by playing the game you get a really good feel for what's possible, even if you don't have the technical information to build levels or script. like, playing rabid transit you figure out that the subway cars run on their own track.. or how cranes have pick up and place spots. yes, you're right.. i could make this map in a different game. maybe i could make this duke3d inspired map for DNF !! but the thing is i don't know those games as intimately.
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User is offline   Micky C 

  • Honored Donor

#12

One limitation I can see from your drawings is that it won't be possible for staircases or rooms to be under the curved trainstation in the last pic. At the very least, the station will have to be a giant block, kind of like this building from one of my maps, except the rooms would be underneath instead of inside, and it would be textured differently.

This post has been edited by Micky C: 19 November 2010 - 09:29 PM

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User is offline   Mike Norvak 

  • Music Producer

#13

View PostMicky C, on Nov 19 2010, 11:29 PM, said:

One limitation I can see from your drawings is that it won't be possible for staircases or rooms to be under the curved trainstation in the last pic. At the very least, the station will have to be a giant block, kind of like this building from one of my maps, except the rooms would be underneath instead of inside, and it would be textured differently.


Yeah that´s one of the limitations i was talking about, maybe atlas needs to use some models for that porpuse.

Edit: or maybe it is possible making something like the example maps in LeBuild, i mean the map with the dome u can enter in.

This post has been edited by Norvak: 20 November 2010 - 08:34 AM

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#14

atlas seems like he could do the drawings.
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User is offline   atlas 

#15

i'm going to start work on the drawings and post them here. maybe if i start posting some work a mapper will pick up the idea. i hope !
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User is offline   atlas 

#16

well hello again everyone. i've started working on the concept art. Posted Image

i think i'm going to do about 10 of these for my map idea, for my portfolio if nothing else. if anyone wants to build this level, please let me know ! it would be great to exchange ideas and have a final product come out of these drawings.
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#17

View Postatlas, on Jan 6 2011, 01:18 PM, said:

well hello again everyone. i've started working on the concept art. Posted Image

i think i'm going to do about 10 of these for my map idea, for my portfolio if nothing else. if anyone wants to build this level, please let me know ! it would be great to exchange ideas and have a final product come out of these drawings.


Just something basic with no shading work done...

Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#18

Good start. Too bad it's impossible to put graffiti on sloped surfaces.
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User is offline   Scott_AW 

#19

View PostDeeperThought, on Jan 6 2011, 04:42 PM, said:

Good start. Too bad it's impossible to put graffiti on sloped surfaces.



Best alternative would be to have wall textures with graffiti already on it for something like that.

Either that or create new textures altogether. Depends on what you're going for.
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User is offline   Gambini 

#20

Just felt like trying to do it myself

Posted Image
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User is offline   Scott_AW 

#21

View PostGambini, on Jan 6 2011, 06:16 PM, said:

Just felt like trying to do it myself

Posted Image


That looks pretty nice.
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#22

I was kinda bored, and I made a map once so I think I am in the cool club now and want to act obnoxious;

Posted Image

I wouldn't do it that way though, as you'd eventually run into tonnes of issues... I suppose putting a silent teleporter just inside the tunnel could work. I literally just slapped this together in BUILD as Mapster32 has stopped working on my machine again and EDuke is only displaying pink lights so I think it's a driver issue this time.

Edit: Funny, nVidia always go pink on me, I had a GeForce 4 that used to display the black smoke as pink artifacts when it got warm and it was that exact same shade... I hope that 8 hour Crysis Editor session I did hasn't murdered my card.

@Atlas; Your concept are reminds me a little of mirrors edge.

This post has been edited by High Treason: 06 January 2011 - 07:20 PM

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User is offline   Mark 

#23

I couldn't resist trying too.

Maybe start a new thread, and every now and then someone could post a picture of some kind of scenery and we could have more fun mapping our version of it. Something simple like this one or slightly more complicated.

This post has been edited by Marked: 06 January 2011 - 07:29 PM

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User is offline   atlas 

#24

wow ! i just came home from work, to see these renditions in mapster is very exciting ! you each do slightly different things which is neat. like some of you change the architecture slightly, or use different textures. if you're all interested, perhaps we could turn this project into one of the next community build projects ? i may have the framework or idea for a map, but it would be great to exchange ideas, see what's working best in each other's vision, and put the best choices into a final map. just a thought

that first piece i posted earlier today isn't done.. i'm thinking of changing a few things. for one, i thought the atmosphere should change a little. more gloomy (raining?) the city is being attack to, so i was thinking of having one of the distant buildings collapse. i think i'll wrap it up tonight and then tomorrow start on the next one - the first interior after you duck into the sewers.

for the water, i was thinking of using eduke32's transparent water capability. i was thinking there could be a grime texture underneath a shallow clear water later. one of my inspirations for this idea was a multiplayer map in MOHAA. where there was a canal with water rendered this way. i thought it was fantastic.

@ High Treason - i actually thought the same thing making that piece. probably because of the stoic whites and greys.

This post has been edited by atlas: 06 January 2011 - 09:12 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#25

This is my attempt

Posted Image
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#26

It's so fascinating to see everybody's rendition of the same area. So similar yet so different!
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User is offline   Danukem 

  • Duke Plus Developer

#27

That's great. Now he can have 6 different versions of that one area and 0 versions of the rest of the map.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#28

Well there isn't any other concept art to go on. Besides the overhead sketches, I guess. But no concept ART.

This post has been edited by MusicallyInspired: 06 January 2011 - 11:54 PM

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User is offline   atlas 

#29

View PostDeeperThought, on Jan 7 2011, 12:36 AM, said:

That's great. Now he can have 6 different versions of that one area and 0 versions of the rest of the map.


rome wasn't built in a day. -.-
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User is offline   Mikko 

  • Honored Donor

#30

This is an interesting idea even if it never turns into a single map. I especially like Fox's interpretation, would like to do a whole map with that texture set (which, btw, is a bit too clean and modern for a sewage outlet but still looks good).
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