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Warden
04-12-2011, 02:11
Hey guys. I've been pretty busy over the last few weeks but I've tried to stay up on the forum activities the best I could. I've also been pumping out some level designs for a class I'm in and my most recent one allowed me to step out of my comfort zone and into some UT3 development.

Here is the initial top down drawing I did on a grid that roughly equates to 256:

http://i170.photobucket.com/albums/u253/RockSt1zzar/assignment3_topdown.jpg

The red sections are the 1st floor while the black lines are the 2nd floor.

Here is the rocket warehouse:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk1.jpg

This is the tiled room coming from the bottom team's spawn:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk2.jpg

Rifle hallway:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk3.jpg

Mini-gun hallway looking towards bottom team's sniper tower:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk4.jpg

Mini-gun hallway looking towards top team's sniper tower:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk5.jpg

Sniper tower:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk6.jpg

Bottom hallway:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk7.jpg

Green room:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk8.jpg

Bio-rifle hallway leading into green room:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk9.jpg

Vehicle Bay:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk10.jpg

Editor shot:

http://i170.photobucket.com/albums/u253/RockSt1zzar/udk11.jpg

I've been playing with the lighting and may bring the ambient down a notch to make the shadows a bit deeper. Right now I'm having a problem where my shadows seem to be rendering in pitch black though (which is why I took the brightness way up, it did not help), so I'll have to keep playing with that and figure out what's wrong with it.

Hopefully with the semester ending I'll be able to get back into the swing of things here on the forums as well as get this UDK prototype I have been working on running, which I hope to be able to talk about a bit more on here in the near future.

Pete_Bottomley
04-12-2011, 07:27
Hey Warden,

That's looking sweet. I like how you've designed your level using the grid spacing, with that method I bet its a really quick process to start blocking out in UT3. I really like the different dimensions of your rooms too, having some taller looking corridors and then open room but still allowing the geometry to guide the player through.

I think the roof supports in the vehicle bay could do with being at least twice the size to really emphasise the structure but apart from that great progress. Looking forward to see some more stuff!

Warden
04-13-2011, 13:33
Hey thanks Pete!

Working on a grid does make laying out the ground work of the level very easy. It allows you to build your level in square chunks and move them around depending on how wide the corridors are and how tall the walls will be. Then you can go in later and fine tune the sizes depending on how the level plays out.

And thanks for the feedback on the vehicle bay supports, I'll change that up as soon as I can.