Sunday 28 February 2010

Tutorial/Hub Map

This was a last minute decision, i cant do what i want in UIScene due to refusing to learn unrealscript..so it restricts you...a lot, so i thought the menu/quick prototype of the map/weapon upgrade system i could make in flash, nothing fancy just some buttons here and there but id be able to my own graphics instead of typing in unreal (crap font editor without unrealscript)

then it hit me..well how am i gonna show them..oh i know i can do a video in the background...ok i dont have a video of anything...so im gonna have to make the map. Well one of the first concept pics i drew was in a warehouse with some crates set up as a mini tutorial zone, this was also meant to be the central hub where you access the map and char/weapon upgrade systems.

I thought...well its only gonna be 1 room i can probably make it in a week or 2 aslong as i have the rooms in that i want to prototype in flash i can record myself running round here, interacting with the item and then with a flash overlay showing how that particular element would work.

So onwards!

Placed some bsp shapes down to get the basic shape of the factory/warehouse whatever it actually is which actually took hours trying to get the scale right, decided i wanted it to be more futuristic than the London enviroment ive made as this place is being used as a headquarters by some head engineers/technicians they would put up with 100 year old enviroments so this is going to be quite a futuristic looking place

Some early meshes/windows in place mostly to get a feel of the size of the place:



Still very early in development just from another angle:



The walkway up to the office which will host the map room:



Oh yeahhh i found some crates, ive got them laid out pretty much identical to how i had them drawn months ago, i may set it up with triggers so u actually have to complete the mini obstacle course, this is where uw ould be getting used to the controls you have to jump over the first line of crates, crouch to go under the next after navigating round some..then finally combining the 2 to get over the large pile of crates in the corner...it doesnt look very natural..but thats the idea, this was set up as a mini tutorial area:



Getting some more detail in, corrected the windows and tided it up a bit:



Went a little mad with the celing but its pretty much how i imagined it, very complex futuristic type thing with some beams, needed to adjust the height as the beams was lower than the door but im quite happy with how it looks, shame about the rest of it looking so damn square



The Stairs were annoying me you have to run round them from a silly angle to get up the ramp it just looked wrong, so after changing the floor material which probably isnt final but the tiled stones had to go i set to work on tidying up that section:



This is round the back underneath the office, this is probably where you will enter, yeah its quite small but that is the idea in kismet i may slow the chars run speed down as UT is way too fast its only meant to be a small warehouse not a large deathmatch map

Andd i know its empty im quicker than i used to be but im not up to detailing yet


Some more ceiling panels in and trying to add some shape to the place:



Mirrored on the other side and then got the office doors/window in the correct place ill put the door on a mover later so u can actually get into the office i just needed to see how it looks.


Even tho ive applied meshes to that side its still really bare i want to go a bit over the top on this map like the ceiling, crank up the details and see how it looks it should be a nice little piece for my showcase aswell and another "map" as such under my belt even if i am undecided what i want to do!

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