View Full Version : WoLD Storytelling Challenge 2 - bluedude86
Started work on something. I'll post pre-production and first steps soon.
I started looking at images and came across this one:
I began to think that the new start wasn't necessarily visible. Maybe the new start was something the individual had to search for through the debris, like this man is doing in the picture. I resolved that the level would be a house that had burnt down with a single person searching for something in the wreckage, that person being the player.
I then came across the picture above and decided this would be the loose skeleton of the building. I liked the brick as it would provide an interesting texture to the ruins. I will place a few pipes, a few burnt pieces of standing wood, but this is the basic layout.
Beyond that, I would try to build the layout above, burnt trees surrounding the scarred landscape of the house. Possibly a fully structured house nearby.
I have some other images I'm using for inspiration that you can check out on the Level Design Blog in my tag.
First level progress update. I am using MW1 Radiant to build this because it has a lot of burnt textures and brick materials. I started with the fireplace:
For a first pass, I used basic BSP. I plan on going back over to add a more interesting texture using BSP and terrain. I also used decals to get the burn texture onto the walls near the fireplace and alphaing the decals out to get the fade effect. I need to do a little work on the right side decal because it looks a little out of alignment.
This is the other work I did, getting the basic dimensions of the house and the destruction. I'm thinking of adding a burnt wood skeleton to the right back wall to give a little more interesting balance to the piece. I also need to add much more rubble that is more than terrain patches. As with the fireplace, I need to go back over the area to add interesting textures using BSP and terrain.
Let me know what you think,
I've continued messing around with decals on the skeleton I have above. I'll submit some photos next time I have a chance. I plan on working on the upstairs of the house a little more, than work on the basement and then finally move onto the terrain around the house.
White Paper Games
Nice reference images. Just remember, a lot of the devestation in these shows is down to the lonliness of the people in the scene. How empty they feel when everything has been taken away (minus the fire fighter who presumably was only doing his job ;) ) but that devestation still applies. I think you should play on the empty feeling more.
Good start. Try blocking in the rest of the area and picking the composition shots where the screenshots will be taken from. That will help to know what to block in and where the detail is going to go, where you will be spending more time.
Hey Bluey..Great start..lol at Radiant..I used too Lub using that thing..Im sure you will create something rather good.Good Luck Bluey...
Taking some advice from Andrew and WPG, I laid out a little of the scene. Not necessarily picking shots, letting the environment develop naturally.
As you can see, I've spent a lot of time on decals:
Next steps are to build the backyard and porch up.
What res are your textures? The left brickwall on the first shot is verry blurrrrrrrrrrrrrrrrrrry. Unless ofc you don't plan on getting up close and personal, in that case its all good :)
I'm using default MW1 textures. Does anyone else think it's blurry? I see a few seams but I don't see an out of place blur.
It indeed does look blurry/low ress.
Here are some brick textures with a higher ress:
I'm using default MW1 textures. Does anyone else think it's blurry? I see a few seams but I don't see an out of place blur. What res is your editor displaying the textures in the viewport? (I forget where the option is :/ maybe try the texture tab?) The default is medium, it goes up to extra high, which is unnecessary for mapping but comes in handy when snapping pics of the un-compiled map.
Low res, I can try to higher res next time I build. Either way, my personal goal was to use only MW1 resources so if the brick is blurry I'm out of luck.
Low res, I can try to higher res next time I build. Either way, my personal goal was to use only MW1 resources so if the brick is blurry I'm out of luck.Nah, you'll be fine. It's just because you're taking your shots from the editor. Once you compile the map and launch it in-game the textures will look way better. Any updates on the scene?
I did finish this project finally, anyone that wants to take a look can follow the link: http://bluedude86portfolio.blogspot.com/2012/07/final-burning-shots.html
I really like the shade that the trees cast, especially over the lane in the second picture. Did you make all the trees yourself?
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