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Thread: ZensDeath_Winter2011

  1. #1
    Senior Member ZensDeath helped out a few members Reputation: 13
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    ZensDeath_Winter2011

    I thought hard about skipping this challenge and just continuing on with the WIP - Project Code Name 'Stranded' that I had just started, but I just can't seem to pass up the challenge.

    The thing that really sucks me into these challenges is the fact that they really push you to learn something new. They tend to dump you into a project outside of your little comfort zone of " I'm going to work something and if it doesn't go anywhere . . .oh well." These challenges make you take ownership of what you are doing and what you are working on; they help you keep focus on the goal ahead with the support of a great community. What I am trying to say is that I love what World of Level Design is doing with these challenges and there is no better way to show my support than to take a part in it.

    So with that, of course I am going to enter into the challenge. I decided I am going to go with the abandoned Cinema. In a large part due to the fact that I usually do not do urban scenes, and also because I really like the way the picture jumped out at me. I am planning on creating the map in Cryengine's Sandbox editor.

    Good luck to everybody and I hope to see you all at the finish line.
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  2. #2
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Progress Report PART 1: till Jan. 16, 2011
    • Plan your level
    • Gather more reference images based on the focal point image you chose
    • Draw the layout


    The general idea of the level is split into two parts. The first part focuses on stealth as you make your way through the dark in the snow to the theater where a rebel group of Koreans have secures some valuable information where it is your job to infiltrate and retrieve said data. You will have to make your way on shore the island outside of the village that greatly resembles Manarola, Italy.

    I chose to the terraced looking village because it allows for some excellent vertical moments as well as some platforming when the player has to make their way back down the village. Also I am hoping to keep the Cinelandia building in view from most areas of the map. Making it stick out with some lighting effects will really keep the objective in focus.

    The second part of the map will be when you return outside of the Cinema. Dawn has broke, the storm has subsided, and the Koreans are pissed. Waves of enemies come at you while you frantically attempt to make your way down to the park where a Vtol is going to land for extraction. I was thinking about making the 2nd part timed. For one it is more realistic cause no one is going to land in a hot zone and wait forever, and second it adds a sense of urgency to the player.



    Reference Pics of the Manarola, Italy.






    Reference Pics of the old CineLandia.
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  3. #3
    Member Wisecraka has no reputation around WoLD yet Reputation: 0
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    Re: ZensDeath_Winter2011

    cant wait to see how it turns out!

  4. #4
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Progress Report PART 1: till Jan. 16, 2011
    • Block-in your map

    I did a quick block in of the map last night. I just want to get the size and the layout fixed before I go ahead and start implementing the gameplay mechanics. I was able to get the Cinelandia building to be visible from most areas of the map (green box in the pics), and I think some clever lighting will make it stand out for the player.

    Well, since the first part of the map is at night in a snow storm I guess just having light on the thing will make it stick out (super clever) .








    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  5. #5
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Progress Report PART 1: Jan. 5, 2011
    • Enemy Placement Part 1

    Ok, well I was able to do a little bit of work tonight. Starting to get more fluent with Cryengines Brush tool. I haven't really used it before this, it is quite different from Hammers focus on the grid. . .but anyway. Here's the layout I came up with for the enemies in the lower town.

    There are two groups of three guards. Both of which have a roof top guardian who will call in reinforcements if you are not careful. There are side paths available for the more stealth oriented players. I forgot to label them but the player can reach the four windows across from the cafe by jumping from balconies to a roof and then up on another balcony. The window across from Roof Guard 1 can be accessed by jumping across the alley (difficult jump) and going through the building.

    Thoughts so far. GOOD: I am really getting the hang of the brush tool in Cryengine.
    BAD: I Hate not detailing at least a little while I go through my maps. Old habits die hard.

    Overview of Lower Town.


    Epic Square grey grid buildings. I don't know what more can be done. . .
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  6. #6
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ZensDeath_Winter2011

    Looks like it's coming along really well... 8-) This is your first time using Sandbox? I know virtually nothing about it, so this should be interesting!

  7. #7
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    This isn't my first time using Sandbox, but this will be the first map I finish in it. I have played around with the editor alittle bit, enough to know how to move around, modify the terrain, place meshes, change the time of day. But I have never messed with the AI before so that is going to make this challenge alot harder. I will be surprised if I finish this one.

    It just took me 10 mins to figure out how to give one of the Koreans a weapon. . . .and now he still doesn't shoot at me! If anyone has worked with the Sandbox editor before, feel free to help out.
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  8. #8
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Tonight was uneventful. I worked on attempting to figure out the FlowGraph, after scripting for 2 hours to get the roof guard to call in reinforcements, it still didn't work. So I erased it all and jumped into the game with no code. . . it worked like a charm. Did I mention I took out the flowgraph code to make it do that. . . WTF.

    I like Hammer where I know most of the quirks. Sandbox Editor is like my wife; it does what it wants, when it wants, for no apparent reason. Wow. Can't wait to learn more so I can stop feeling like an idiot.

    FYI: this is a rant post.
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  9. #9
    Junior Member gizmosan has no reputation around WoLD yet Reputation: 0
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    Re: ZensDeath_Winter2011

    Quote Originally Posted by ZensDeath
    Sandbox Editor is like my wife; it does what it wants, when it wants, for no apparent reason. Wow. Can't wait to learn more so I can stop feeling like an idiot.
    FYI: this is a rant post.
    having messed a little around in sandbox when I first got crysis I know your pain! Hopefully you wife doesn't check your thread ^^ by accident. Maybe after we are all done, we should do a postmortem on the frustrations of level design in a month.
    Faxion Online

  10. #10
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    Re: ZensDeath_Winter2011

    From this image-

    Quote Originally Posted by ZensDeath
    "Guard smoking by the ammo truck."

    Man... those guards. They never learn. They'll be telling you thier whole secret plans before feeding you to pirahnas next... (oh no.. wait that's Bond villains ain't it.)

    And by the way. I just wanted to tell you (in case you didn't know) this is all looking very professional.

  11. #11
    Junior Member Raskolnikov has no reputation around WoLD yet Reputation: 0
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    Re: ZensDeath_Winter2011

    wow really promising, looking forward to seeing this one. I wish I had crysis + decent computer so I could mess about with sandbox

  12. #12
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Thanks guys.
    I had to take the night off last night. Hopefully I will get a lot figured out tonight. I just blocked out the harbor yesterday morning and I have been trying to figure out the AI. Better Update tomorrow.

    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

  13. #13
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Re: ZensDeath_Winter2011

    Great stuff mate, I'm really looking forward to your work. It's developing really nicely and has that organic real world look to it now those buildings are going up.

  14. #14
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ZensDeath_Winter2011

    Quote Originally Posted by nexusdog
    Great stuff mate, I'm really looking forward to your work. It's developing really nicely and has that organic real world look to it now those buildings are going up.
    Agreed. Excited to see how this develops... 8-)

  15. #15
    Senior Member ZensDeath helped out a few members Reputation: 13
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    Re: ZensDeath_Winter2011

    Progress Report PART 1: Jan. 9, 2011
    • Enemy Scripting

    Really excited, I have a great update for tonight! I got the Roof Guards to patrol the roof tops and to fire flares for reinforcements. After the flares are fired 3 heavy guards spawn and drive up in a ITV (Humvee). I think that I will increase the alertness/health of all the rest of the guards on the map if the reinforcements are called. Makes sense cause they would beable to hear all of the fighting. I'm on a roll with the FlowGraph so I'm going to get back to mapping. Enjoy.

    Thoughts so far. GOOD: The FlowGraph is proving to be easy to learn.
    BAD: Bugs randomly popping up that make no sense.

    Guard patrols back and forth on the roof top.


    Alerted guards fire a flare for Reinforcements.



    Overview of the Reinforcements path and view of the FlowGraph that makes it work.


    Two Heavy Guards exit and one stays on the turret.


    I have plans on making them search the surrounding area for the player, but for now I am happy it works.
    All that I desire to point out is the general principle that life imitates art far more than art imitates life.

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