Vector-Y
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Re: Vector-Y
Posted by Captain P on Sun Jul 24th at 12:34am 2005


Just before I'm leaving on vacation, I wanted to post some shots of my contest entry, Vector-Y. I've chosen a steam-time factory look, somewhat inspired by Oddworlds factories (for those that played Abe's Exodus and such).
Of course, it had to be surrealistic at some point, so I decided to twist parts of the map in terms of orientation. Expect walking on ceilings and walls and using a tube-system as a fast transport method (teleport styled probably).

Some shots:


The first area, normally oriented, features a open lying RPG. I'm trying to make it hard to reach in terms of cover and moveability to some extend.


Second area, this one's flipped on the side. You'll be walking on the sides of transport belts, while crates come by in an endless stream. Might be usefull as a transport system to reach hidden area's.


Leading from the previous area, this is a normal hallway with some transport belts leading outside. I'll probably take the hall to a flipped train station or something similar. I'll see what that turns into later.
Notice the transport belt, well, going weird.

So far, I've done only basic architecture for half of the map, plus some entity testing and basic textures/lighting choices.

Feel free to comment or critisize. I'll try to check back as soon as possible.






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Re: Vector-Y
Posted by Agent Smith on Sun Jul 24th at 1:43am 2005


One question Captain, are all the odd gravity area's just made so that players are always walking normally, it just doesn't look like it; or have you figured out some incredible way to manipulate gravity within the game, ala Serious Sam .

Apart from that, could do with some more detail, seems sparse, and some more complex brush work I think, but you've already said that stuff is on its way, so good stuff so far <img src=" SRC="images/smiles/icon_smile.gif">.



Ham and Jam Contributor
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'Get your stinking paws off me, you damned dirty ape!'



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Re: Vector-Y
Posted by Underdog on Sun Jul 24th at 4:16am 2005


Just a thought. Why not call it "Victor-Y" for now and after you finish you can take out the hyphen and call it Victory?

As for the map, I cannot say much, its all better than I can make. I have one question. The box, is it glued to the curve? It seems to be sliding off.




There is no history until something happens, then there is.



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Re: Vector-Y
Posted by Dark_Kilauea on Sun Jul 24th at 5:41am 2005


It's supposed to be a non-realistic map...

I personally like it. Good replacement for my comp entry which will never come to pass...

Until Later...



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Vector-Y
Posted by BlisTer on Sun Jul 24th at 11:26am 2005


i like the verticalism in the first shot, will make for good gameplay imo. nice architecture in the 3rd shot, and the transport belt turning vertical is idd a nice twist



These words are my diaries screaming out loud



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Re: Vector-Y
Posted by ReNo on Sun Jul 24th at 4:27pm 2005


Walls could use breaking up, particularly in the first shot. Having the same brick texture all the way up, particularly one so small, really makes it too repetitive. As you said its early days with the detail and whatnot, but it looks like an interesting start <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Vector-Y
Posted by Captain P on Wed Aug 3rd at 4:37pm 2005


Thanks for the replies, I'm back from vacation now so I'm productive again...
I've worked out some of the other area's while I was on vacation (a boat trip on the Main and the Rhine, on a ship owned by some friends of us. A transport vessel, yes). Expect shots of a rotated train-station soon.

The twisted area's won't have a different gravity for the players, I think it's more surreal to have people running on walls and ceilings. Plus it's less investigating into physics and forces and such (if different gravity directions are even possible)...
The transport belts will function like expected, or something like that. That means there's no box sliding off but a box moving on, along the curve, and onwards.

I also hope to finish a beta version this, or next, week, so I can do some playtests before finishing the map for the compo.







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