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H1M4 : Lighthouse


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 Post subject: H1M4 : Lighthouse
PostPosted: 16 Jan 2011, 17:11 
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Imp  Imp
Joined: 07 Jan 2011, 20:28
Posts: 48
Title: Lighthouse
Author: ultimatelorenzo
Difficulty: 5
Description: It all started some months ago when I read this:

http://www.worldofleveldesign.com/categ ... 1-days.php

The author created a Lighthouse map for Unreal Turnament.

I thought a Lighthouse could be a cool idea for a doom level, also because it has never been used very much. To say it all, I think I never saw a lighthouse in a doom or heretic level.

So when I joined this project I returned on this idea and I decided to created an Heretic map set on a little island with a lighthouse. As the level is going to have a lot of verticality, I'm using extensively 3D floors and portals.
Episode: episode 1
Screenshots:

http://img25.imageshack.us/img25/1474/lh01.png
http://img717.imageshack.us/img717/1866/lh02.png
http://img341.imageshack.us/img341/7437/lh03.png
http://img690.imageshack.us/img690/3693/lh04.png
http://img25.imageshack.us/img25/1474/lh01.png
http://img717.imageshack.us/img717/1866/lh02.png
http://img341.imageshack.us/img341/7437/lh03.png
http://img690.imageshack.us/img690/3693/lh04.png


Attachments:
File comment: Final version. Ready to be uploaded.
H1M4.wad [194.2 KiB]
Downloaded 48 times


Last edited by UltimateLorenzo on 18 Sep 2011, 09:51, edited 2 times in total.
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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 16 Jan 2011, 19:54 
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Imp  Imp
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Joined: 15 Dec 2009, 06:45
Posts: 46
i like the concept of your map and the screenshots look promising.
id suggest making the map slightly darker considering the nature of the outside will probably not have too much detail. perhaps adding some fade to the water so you cant see out too far would look better too.

overall the map looks good keep it up and welcome to hpack :-D


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 16 Jan 2011, 20:44 
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Imp  Imp
Joined: 07 Jan 2011, 20:28
Posts: 48
unholypimpin wrote:
i like the concept of your map and the screenshots look promising.
id suggest making the map slightly darker considering the nature of the outside will probably not have too much detail. perhaps adding some fade to the water so you cant see out too far would look better too.

overall the map looks good keep it up and welcome to hpack :-D


I fully agree with your suggestions: they are all things I had already in mind to do. Right now I'm working on the general layout of the map leaving such "cosmetic" application for later.

UL


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 02 Feb 2011, 20:49 
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Imp  Imp
Joined: 07 Jan 2011, 20:28
Posts: 48
Here additional shots:

http://img225.imageshack.us/img225/1366/lh09.png
http://img151.imageshack.us/img151/91/lh08.png
http://img64.imageshack.us/img64/8554/lh07.png
http://img823.imageshack.us/img823/7330/lh06.png
http://img43.imageshack.us/img43/1394/lh05.png

The level is now as h1m4 in the svn, so if you really want you can "play" it.


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 03 Feb 2011, 11:40 
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
It looks nice so far but unfortunately a bit empty.

What about...
  • adding some shadows and light differences?
  • adding some alcoves, borders, balconies, windows, trims?
  • adding some texture variances?
  • adding some crates, trees?
  • adding some different terrain?
  • adding a little harbor where ships can land?

All that stuff that makes the map more complex. I could also imagine a "Day->Night" transition while being at the map and the Lighthouse lights up :)


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 03 Feb 2011, 19:02 
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Imp  Imp
Joined: 07 Jan 2011, 20:28
Posts: 48
Obviously I'll add all things you listed, plus other... right now I'm working on the general layout of the map.

Usually i don't start with details ;-)

One thing I don't know how to do is the day->night transition...


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 03 Feb 2011, 21:17 
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Simply via acs script :)


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 03 Feb 2011, 21:48 
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Arachnotron  Hell is Better than Heaven. No crusades.
Joined: 23 Mar 2010, 21:56
Posts: 387
Location: Frozen, Deep in Hell
UltimateLorenzo wrote:
One thing I don't know how to do is the day->night transition...


Script 1 Open
{
Delay(10000);
ChangeSky("Night time sky texture","Night time sky texture");
ACS_Execute(2,0,0,0,0);
ACS_Suspend(1,0,0,0,0);
}

Script 2 (void)
{
Delay(10000);
ChangeSky("Day time sky texture", "Day time sky texture");
ACS_Execute(1,0,0,0,0);
ACS_Suspend(2,0,0,0,0);
}

something like that.
Ice is what the cold hearted sustain. I eat ice, tastes nice.


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 04 Feb 2011, 07:43 
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Location: Germany
@Darkdemon - The problem with this kind of script is that the transition between daytime and nighttime is too hard.

I had something in mind that fades the light slowly of exterior sectors to darkness and at the same time, uses a transparent flat with more opacity to achieve a smooth sky texture transition.


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 Post subject: Re: H1M4 : Lighthouse
PostPosted: 04 Feb 2011, 15:58 
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Arachnotron  Hell is Better than Heaven. No crusades.
Joined: 23 Mar 2010, 21:56
Posts: 387
Location: Frozen, Deep in Hell
Tormentor667 wrote:
@Darkdemon - The problem with this kind of script is that the transition between daytime and nighttime is too hard.


well, I was just giving a sky texture change script. I have no idea how to change where the skybox view point is though.


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