Hi,
I recently posted my playable module. It contains 2 levels designed by me, which are incorporated to the campaign. You can get the sources, and the module itself, here:
http://social.biowar...m/project/3014/
I'll happy to receive any feedback
2 level designs
Débuté par
MegaGuy1
, juil. 10 2010 08:47
#1
Posté 10 juillet 2010 - 08:47
#2
Posté 11 juillet 2010 - 12:18
nice to see sharing of level source! and screenshots look good - well done
#3
Posté 12 juillet 2010 - 04:38
Yes, kudos on both counts.
#4
Posté 13 juillet 2010 - 09:02
Well done.
#5
Posté 14 juillet 2010 - 02:36
Looks good but I have a couple of suggestions for improvement:
1. Outside, the ground is mostly flat. In real life this is almost never the case. I'd suggest giving the roads a little bit of a down slope on the edges and making it a bit bumpier (afterall people do tread on that ground quite frequently) and add a couple of hills and stuff to the grassier areas. (more vegetation can never hurt either)
2. On the texturing side, I think it'd look a little better if you increased the amount of times the textures repeat on a single face (this can be done from the Palette in the level editor, just click on the texture in question and on the right hand side find the "UVTile" section and increase the number". It'll look a little goofy in the editor because you're zoomed out more, but in game it will make textures less blurry.
3. It seems like you did this a bit, but one thing that helps a ton with outdoor areas is blending multiple textures on top of each other. You're limited to 8 though, so you unfortunately can't go TOO crazy. I'd suggest in larger grassy areas, blending 2 or even 3 grass textures together in order to make things look a bit less uniform.
1. Outside, the ground is mostly flat. In real life this is almost never the case. I'd suggest giving the roads a little bit of a down slope on the edges and making it a bit bumpier (afterall people do tread on that ground quite frequently) and add a couple of hills and stuff to the grassier areas. (more vegetation can never hurt either)
2. On the texturing side, I think it'd look a little better if you increased the amount of times the textures repeat on a single face (this can be done from the Palette in the level editor, just click on the texture in question and on the right hand side find the "UVTile" section and increase the number". It'll look a little goofy in the editor because you're zoomed out more, but in game it will make textures less blurry.
3. It seems like you did this a bit, but one thing that helps a ton with outdoor areas is blending multiple textures on top of each other. You're limited to 8 though, so you unfortunately can't go TOO crazy. I'd suggest in larger grassy areas, blending 2 or even 3 grass textures together in order to make things look a bit less uniform.
#6
Posté 15 juillet 2010 - 08:49
Thanks for the suggestions ITSSEXYTIME. I didn't plan on modyfing my levels, but you motivated me to try to improve them now
You seem to understand quite a bit about level building, so I'll take this opportunity and ask you something: The light maps in the interior level takes ages to be built...Is it normal, or is there something I'm missing?
Thanks again for the comments
You seem to understand quite a bit about level building, so I'll take this opportunity and ask you something: The light maps in the interior level takes ages to be built...Is it normal, or is there something I'm missing?
Thanks again for the comments
#7
Posté 15 juillet 2010 - 03:44
for a large level with props, you can expect lightmapping times of about 1-2 hours, maybe more on slow machines. If you don't already know about it, you can lightmap single rooms one at a time using lightmap only selected room/chunk.
#8
Posté 16 juillet 2010 - 09:56
MegaGuy1 wrote...
Thanks for the suggestions ITSSEXYTIME. I didn't plan on modyfing my levels, but you motivated me to try to improve them now![]()
You seem to understand quite a bit about level building, so I'll take this opportunity and ask you something: The light maps in the interior level takes ages to be built...Is it normal, or is there something I'm missing?
Thanks again for the comments
Lightmaps just take forever in general, but of course the more lights you have and all that stuff will increase the time significantly. (It's fairly quick with smallish outdoor levels, but once they get a little bigger it can take a looooong time)





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