View unanswered posts | View active topics It is currently Tue Sep 02, 2014 11:37 pm



Reply to topic  [ 34 posts ]  Go to page 1, 2, 3  Next
 dk_msg4 Andy 'dONKEY' Dunn 
Author Message

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post dk_msg4 Andy 'dONKEY' Dunn
In again. I have no idea what theme or what to call the level :)
Probably will be FFA/TDM.
Email:
dk<AT>leveldk<DOT>co<DOT>uk
Website:
http://www.leveldk.co.uk

//Edit
Thought I would update my first post with the final map submission:
HERE
NB, make sure to read the readme(dONKEY.txt) included or the map may not load for you.
Image
Many many thanks to Mav for running these contests, to the sponsors and to any one that has helped.
Good luck all, I had a blast :)


Last edited by dONKEY on Fri Aug 10, 2012 6:09 am, edited 1 time in total.



Tue May 08, 2012 4:25 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Like I guess everybody else....still blocking out stuff:
Image


Mon Jun 04, 2012 4:06 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
My free time is very limited so I am getting in as much mapping as I can when I have some time.
I had two days off work, so after almost 48 hours of level design I have some stuff to show.
This is the first lighting of my textures and model so far.
Obviously inspired by Sock's bridge crane, but in truth very different.
This is a view from my reactor pit, looking up at the over head lifting gear.
The premise for my map is that on a semi-decommissioned power station, perched on top of some crumbling cliffs. Any how enough waffle...here you go:
Image


Sat Jun 09, 2012 2:21 am
Profile

Joined: Mon May 31, 2010 8:45 pm
Posts: 142
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Looks great dONKEY.


Sat Jun 09, 2012 3:03 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Obligatory editor shot...as usual for me too much detailing....crap layout:
Image

and in game that area looks something like this:
Image

Beginning to think I might be better to translate the whole thing into a CTF level....hmm...
the gushing water in the background is temporary, till I write a better shader.


Thu Jun 14, 2012 4:41 am
Profile

Joined: Fri Oct 08, 2010 12:59 am
Posts: 94
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Dayuum! That looks incredible for a screenshot posted so early in the competition. You're a speedy worker - I'm looking forward to what you dish out this time.


Sat Jun 16, 2012 1:34 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Two more screen grabs from me (external lightmaps FTW)
The first shot is my teleporter room, but as I haven't had time to model the new teleporter, it's yet to be placed:
Image

The second shot is my jump pad shaft. I thought it made sense to use power station turbines as the jump pad, so I built the entire structure on that idea:

Image

Have more or less decided to change my focus to CTF. I like the idea of duel power stations, and my layout if duplicated and altered a little should lend itself quite well. I think already this is going to be another performance killing map, but I can't help but add detail.

@ET...yeah it looks a lot but in reality its more copied chunks of geometry reused over and over than anything else. Plus, where as the serious competition map designers spend a long time on layout, my focus tends to be on the visual.


Tue Jun 19, 2012 9:14 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Secret word :)

Image


Wed Jun 20, 2012 2:08 am
Profile

Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
Post Re: dk_msg4 Andy 'dONKEY' Dunn
looks great! like quake 4 almost. i hope you add more lighting though.


Wed Jun 20, 2012 6:10 pm
Profile WWW

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Didn't have as much time as I thought I would over the weekend, nevertheless I did make some progress.
First the obligatory word of the week:
Image

Then some progress updates...
spent a while thinking of a name for (what has ended up as) my CTF level. Was thinking along the lines of 'Chain Reaction', or 'An equal and opposite reaction', then had a moment of inspiration and came up with 'Duel Cores'.

@Pat, about the lighting, on both my laptops the level is sufficiently illuminated, but when I view screen shots on other devices, they do look very dark. Not entirely sure how to balance this.

Some further screens:

The below is one area in the centre ground I still need to work on. I need a lower link route between bases, either through the rock, or running around the side.
Image
I need to fiddle with the waterfall sort value, as apparent in this shot, and others, it's being drawn on top of.

The below area is the more or less complete flag area (in this case red)
Image
I like the idea of the flag placed over the reactor pit. Various barrels and crates make for some alternative attack routes.

The final shot for this update looks out over the centre area, which is the one section that still requires finalizing.
Image
I have a lower route to build under the bridges.

After that I'm onto further minor detailing (breaking up some railings, wear and tear), more decal passes (direction markers etc), item placement,
then further optimization.


Tue Jun 26, 2012 4:48 am
Profile

Joined: Wed Apr 20, 2011 8:24 pm
Posts: 85
Location: Czech Republic
Post Re: dk_msg4 Andy 'dONKEY' Dunn
This looks really great dONKEY! But it is really dark - I understand it is hard to balance with laptop display. Maybe just make it overbrighted for you and it will be good on "normal" display.

BTW: I see Half - Life 2 barrel texture on some barrels - am I wrong?


Tue Jun 26, 2012 7:24 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
I think you are right regarding the brightness, still plenty of time to tweak stuff.
On the barrels...hmm, I hope not! The were the one texture I sourced via the internet (apart from the glass I borrowed from another map). The site said they were custom made and free to use in personal projects...if the author 'stole' them, them I have inadvertently also ripped off HL2. I can make a new texture if that's the case.

Been thinking of busting up the two connecting bridges all day, the more I look at it, it looks too clean....


Tue Jun 26, 2012 9:44 am
Profile

Joined: Wed Apr 20, 2011 8:24 pm
Posts: 85
Location: Czech Republic
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Oh I don't think you are thief. You can't know it if you have never played HL2. I only know this game very well and I think it is very similar:
Image


Tue Jun 26, 2012 9:53 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_msg4 Andy 'dONKEY' Dunn
Quick word of the week and progress update:
Image

Most of my geometry is finished, the final pathway is done.
I have one (semi) major model to build, then on to polishing.

New pathway (and yes...still too dark I just realised)
Image


Tue Jul 03, 2012 2:43 am
Profile

Joined: Sat May 29, 2010 3:17 pm
Posts: 210
Post Re: dk_msg4 Andy 'dONKEY' Dunn
But brighter than before :D
I like this waste theme.


Tue Jul 03, 2012 8:36 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 34 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.