Echoe

Echoe

Re: Echoe Posted by Crackerjack on Fri Dec 16th 2005 at 6:45pm
Crackerjack
264 posts
Posted 2005-12-16 6:45pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below. Please dont mind the red dots they are there for me.

User posted image

User posted image
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Re: Echoe Posted by Crono on Fri Dec 16th 2005 at 7:00pm
Crono
6628 posts
Posted 2005-12-16 7:00pm
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
That's the most boring looking city ever. No city has identical buildings spanning a block :razz:

But, other than that, the only thing that looks weird is that there seems to be buildings only on that block ... none past it (in the screenshot).

I'd suggest, getting some building screenshots and adding them in.

http://www.emporis.com/en/ (Lots of buildings there)

It can also be much bigger and still run smooth. Actually, tall ass buildings would be the key to doing that. :smile:
Blame it on Microsoft, God does.
Re: Echoe Posted by Dietz on Fri Dec 16th 2005 at 7:14pm
Dietz
101 posts
Posted 2005-12-16 7:14pm
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101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
Looks decent... seems like you should include the new textures, detail, and building brushwork before posting, if thats not what its going to look like...
Re: Echoe Posted by ReNo on Fri Dec 16th 2005 at 7:21pm
ReNo
5457 posts
Posted 2005-12-16 7:21pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I like the atmosphere, but as Crono said the buildings could really use
some work. Another issue is that most streets aren't just straight
roads with parallel buildings on either side; things like parks, bus
stops, subway entrances, public squares, restaurant/cafe seating areas,
etc... all help make a place more interesting. While it is true that
many streets, particularly in America, are perpendicular to each other
and run straight, it might be more interesting to deviate from that and
make some of them run at angles, possibly meeting each other and
providing a y-junction type point.
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Re: Echoe Posted by Crackerjack on Fri Dec 16th 2005 at 7:36pm
Crackerjack
264 posts
Posted 2005-12-16 7:36pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
lol, once again this map is strictly posted for gameplay. Im not going to start making a beautiful map until i know the gameplay is going to work. Why put the time in it? Hence the repeating textures across the map and hence no sky map. There is no need for detail unless you know the map is going to work. And for the sake of all humanity i hope there are no identical buildings on one block. This will be released soon for playtesting soon, once im happy with the gameplay THEN will i start making it look good.
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Re: Echoe Posted by Crono on Fri Dec 16th 2005 at 7:46pm
Crono
6628 posts
Posted 2005-12-16 7:46pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
We understand, but you can't give eyecandy and say, "But I'm not showing it to you for looks!" You should have waited until you had something for playtesting :razz:

I should have commented on the layout too, I guess.

It looks like you should have one more connection, going out the "top" (of the overview picture) that connects all the roads, just to make it more accesable.

What are you planning for vertical gameplay? Lots of rockets on billboards I hope :smile:

buildings too.
Blame it on Microsoft, God does.
Re: Echoe Posted by reaper47 on Fri Dec 16th 2005 at 8:04pm
reaper47
2827 posts
Posted 2005-12-16 8:04pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I actually like the look of it already. To be honest I don't expect
American downtown settings to be much more than big buildings with
shiny windows. Although some brighter detail spots would be nice for
the buildings on the very left and right of the screenshot.

I'm trying to get a feel for the scale. If this map is really as big as
I imagine it to be it could even need more connections. Running through a straight
street for more than 10 meters or so can be quite stressful for the
player (that bad stress you wouldn't expect from players).

A building somewhere in the middle where you can access the roof is
absolutely necessary IMHO. I would badly miss it if I'd play the map an
there wasn't one!
Re: Echoe Posted by Captain P on Fri Dec 16th 2005 at 8:11pm
Captain P
1370 posts
Posted 2005-12-16 8:11pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The layout looks a bit too stretched, most area's have just two real
connections with other area's. Some have more, but are connected to
themselves. I'd say, add a connection between the two upper left dots,
otherwise that circular path in the upper most-left dot is probably
just useless.

Anyway, you'll need playtesting to see if it works or not indeed, I can only tell what I think about this layout right now. :smile:

As for the first screenshot... that's nice un-broken windows in a war-torn street, mate. :biggrin:
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Re: Echoe Posted by ReNo on Fri Dec 16th 2005 at 8:19pm
ReNo
5457 posts
Posted 2005-12-16 8:19pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Layout kinda lends itself to some objective / team based gameplay by
the looks of things, given that it's almost rotationaly symmetrical.
The extreme corners might be easy to camp given there are only two
entry points, and that may make it seem wise not to put anything too
powerful in there, but on the other hand if you don't put something
like that there it will probably not see much traffic in deathmatch
gameplay. Probably ideal spots for power weapons with no ammo to
support them, thereby making those areas first ports of call as opposed
to areas to hold. Anyways, just mumbling :smile:
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Re: Echoe Posted by reaper47 on Fri Dec 16th 2005 at 8:38pm
reaper47
2827 posts
Posted 2005-12-16 8:38pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
like reno said, the two outer spots (that look like bases/starting
points) are ok for power weapons. Just make sure there are enough
entrances/cover to avoid camping. I don't have a problem with the "2
bases" layout even for deathmatch as long it's open enough to make
camping difficult enough.

But anyway, I was thinking of one more thing regarding layout. Try to
add an "appendix" to the corners of the streets So they look more like
a T or a cross in layout than a 90? corner. This is always good to make
sure there's enough cover.http://dict.tu-chemnitz.de/dings.cgi?o=3003;style=;iservice=en-de;query=appendix
Re: Echoe Posted by Crackerjack on Fri Dec 16th 2005 at 10:16pm
Crackerjack
264 posts
Posted 2005-12-16 10:16pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Okay I will release this map tonight and its current layout for you guys to run through, there is no weapon placement yet. but I have to fix lighting in some of the areas because they are just to dark.
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Re: Echoe Posted by Dietz on Sat Dec 17th 2005 at 9:12am
Dietz
101 posts
Posted 2005-12-17 9:12am
Dietz
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101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
Assuming that we're judging the gameplay of the map by the screenshot (??), I'd say it looks to be pretty linear throughout the map. This isn't a problem in some cases where a maps' layout has some alternative method of accessing other portions of the map other than just the main hallways (you might try teleporters, varying height levels, lifts, etc. This gives the map a unique flow, which doesn't really seem to be present here, it seems like you would just constantly be chasing one another around buildings... or I suppose you could camp...
Re: Echoe Posted by Crackerjack on Sat Dec 17th 2005 at 1:57pm
Crackerjack
264 posts
Posted 2005-12-17 1:57pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Good points dietz... I believe I just might scap this or hold on to it for something else.... LOLZ!
Nightwatch Level Designer
Crackerjack Level Design Site
Re: Echoe Posted by ReNo on Sat Dec 17th 2005 at 2:26pm
ReNo
5457 posts
Posted 2005-12-17 2:26pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'm sure you could salvage bits and pieces and use what you have to turn it into a more flavour full gameplay experience :smile:
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