
level design project "who would like to build a level by design ? (updated 1/18)"
#32 Posted 07 January 2011 - 06:05 PM
I guess I was the only one who cared to make it like the original
#33 Posted 07 January 2011 - 07:57 PM
Fox, on Jan 7 2011, 06:05 PM, said:
I guess I was the only one who cared to make it like the original
It was the closest.
#34 Posted 07 January 2011 - 10:18 PM
i know this is the same location, but here is my final draft of the level start. i thought it out a little more. originally my idea was to have distant buildings (via forced perspctive behind the fence), but gambini put one large building closer to the player and i thought this worked well. scale is important in games. since duke's primary setting is LA, i tried to use that city as a context for this map. LA is full of wide reservoirs, so i used them as a reference for this one. I also went ahead and kept the daylight, while trying to evoke the sense of heat and dryness in the colors i used.

and just because i've only visualized one part of the map does mean you can't start another part. my map plan is uploaded too.. which i know is hard to translate, but there will be alot of in between sections that i won't illustrate. as i finish these over the next couple of days, i'll start building a detailed blueprint for the map where everyone can see how the parts i highlight are connected.
edit: here's the concept for the sewer. after duke ducks into the sewer from the reservoir, he is immediately taken to this drop off where sewer run off collects. the pool of water below is full of mines. across from the drop off is a sewer line with a key-carded door nearby. to the right, below the surface of the water, is a tunnel entrance to the turbine room where duke will find the key card he needs. stay tuned

and just because i've only visualized one part of the map does mean you can't start another part. my map plan is uploaded too.. which i know is hard to translate, but there will be alot of in between sections that i won't illustrate. as i finish these over the next couple of days, i'll start building a detailed blueprint for the map where everyone can see how the parts i highlight are connected.
edit: here's the concept for the sewer. after duke ducks into the sewer from the reservoir, he is immediately taken to this drop off where sewer run off collects. the pool of water below is full of mines. across from the drop off is a sewer line with a key-carded door nearby. to the right, below the surface of the water, is a tunnel entrance to the turbine room where duke will find the key card he needs. stay tuned

This post has been edited by atlas: 08 January 2011 - 01:11 PM
#36 Posted 08 January 2011 - 03:53 PM
#37 Posted 08 January 2011 - 04:13 PM
I like how this is turning out, I'll keep watching this to see where it goes.
LOL at the can of worms.
LOL at the can of worms.
This post has been edited by Scott_AW: 08 January 2011 - 04:13 PM
#42 Posted 09 January 2011 - 03:47 AM
really interessant thread, from scratch to mapster !! Excellent
#43 Posted 09 January 2011 - 09:12 AM
This is a fascinating way to make a fanmade map as a team. I can't wait to see where this goes!
#44 Posted 11 January 2011 - 09:50 AM

For some reason the sky isnt pal1, even though I set pal 1 for it. Maybe I forgot a sector, I cant find it.
Edit:
Well, yes I "stole" the ton of worms (since there is no barrel like this) from Fox! Fox really is doing some really good work there!
This post has been edited by BrOiler1985: 11 January 2011 - 09:53 AM
#45 Posted 11 January 2011 - 10:10 AM
That's pretty good, has kind of an authentic, real-world feel to it but some basic "3d lighting" (i.e., adjacent walls should be of different shade value; see Fox's shot for an example) is needed.
#46 Posted 11 January 2011 - 11:44 AM
Aaaand a little update.. found that damn sector whichs ceiling wasnt pal 1. And done some shading.

#47 Posted 11 January 2011 - 12:02 PM
I'd prefer the poisonous yellow version. It's more inspiring for a map theme.
Thanks for your sig btw., I was just reminded to get me a beer from the fridge.
Thanks for your sig btw., I was just reminded to get me a beer from the fridge.

#48 Posted 11 January 2011 - 12:22 PM
LeoD, on Jan 11 2011, 01:02 PM, said:
I'd prefer the poisonous yellow version. It's more inspiring for a map theme.
Thanks for your sig btw., I was just reminded to get me a beer from the fridge.
Thanks for your sig btw., I was just reminded to get me a beer from the fridge.

Looks cool too.. but I wanted to try to stick with the concept art

Hehe youre welcome


#49 Posted 11 January 2011 - 03:14 PM
Broiler you're version is the best i think. And yes blue water is more realistic that green slimy water. Unless ofcourse the aliens had poisoned the water or something

#51 Posted 12 January 2011 - 11:20 PM
Thanks for the comments 
Unfortunately, I deleted that map by accident (I'm such a stupid f..), so I had to remake everything. Here is what Ive done so far.

Unfortunately, I deleted that map by accident (I'm such a stupid f..), so I had to remake everything. Here is what Ive done so far.

This post has been edited by BrOiler1985: 12 January 2011 - 11:25 PM
#52 Posted 14 January 2011 - 10:57 AM
hey Broiler ! that sucks about the first version but the second one looks just as good : D do you think you'll add the truck on the street above the canal ? also, i know in my drawing you can see through the tunnel to the other side, but im not sure if that will work. i planned on having the second area (the drop off into the sewers) be right after duke enters the tunnels. but maybe you could do something else and have the tunnels divert before duke gets to the drop off. feel free to experiment.
i made a second, cross-section, drawing of the drop off to better show the above/underwater architecture.
i made a second, cross-section, drawing of the drop off to better show the above/underwater architecture.

#54 Posted 14 January 2011 - 06:53 PM
The colour scheme and the kind of drawings are vey similar, indeed.
#55 Posted 15 January 2011 - 06:25 PM
Yeah, looks pretty like Another World (damn I miss my Amiga!).. I'll add that truck to the map.. when looking at the concept-art I thought that ist was a building you could see through the tunnel
. I'm on it


#56 Posted 17 January 2011 - 11:42 PM
so i started making a new, easy-to-read blueprint for the map layout. it's roughly to scale. when i was drawing out my original a couple of years ago (see some of my first scans) i came up with the name "publik werkz" it kinda stuck.. it relates to the industrial/city utility theme of the map, and now it also kinda relates to a public project too.. : ) finished another concept for the flooded room which duke uses to reach the monitoring station where the keycard is.



#57 Posted 18 January 2011 - 07:32 PM
i also made this quick sketch of the underwater tunnel linking the two rooms. when i was drawing the original idea for the map, i wanted the player to consider the environment as a threat as well as the enemy so i decided to create challenges and puzzles that reflected this. in this tunnel duke will have to swim around laser tripwires. there are hatches in the ceiling of the tunnel so duke can stop and take a breath, since he wouldn't have scuba gear at that point.

#58 Posted 18 January 2011 - 07:51 PM
I like your drawings, they´re inspiring. But would fit better a modern game.
#60 Posted 18 January 2011 - 08:16 PM
I just dont believe in DNF
I do maps and other stuff for modern games too. If your question had something to do with my previous post.
I do maps and other stuff for modern games too. If your question had something to do with my previous post.
This post has been edited by Gambini: 18 January 2011 - 08:16 PM