What happened to the place before the player entered the environment? Atlantic coast. Old days of permanent lighthouse keepers are thing of the past. Each lighthouse is now completely automated making each area an isolated cliff arena. What is this map about? Old lighthouse that was built in late s now stands by itself on an isolated cliff island. To eliminate the other player while escaping your own death from the deadly cliffs and low visibility. Do I have a top down game play sketch?
Yes How would the level play out? Gameplay wise? It is a small map with a few z-axis areas. One is inner lighthouse area. You are able to go inside and come out on top. The terrain has a few hills, not a lot but does contain enough cover. I am also thinking of a small house or cabin on the ground but it will not be inner area for this house. The area itself has no barriers so if one has been not careful they will suffer the consequences of falling to their death at the rocks below.
How would the player to play through your map? Visualize this. What experiences do I want the player to walk away with from the map? I want the player to walk away from playing this map and get a sense of that they have been on the cliff itself, feeling the wind and the moisture of the air.
I want to communicate the sense of isolation and despair in the map. How big is the map? Very small. Maybe 2 vs 2. Because of the time limit I am keeping this map small and manageable. Who is my audience?
Who is the player? What is my Demographic? Anyone who plays Unreal 3 and any inspired level designers. How will I make the map memorable? I want the player to feel the cold windy day. I want the player to experience the despair and isolation of a lighthouse cliff island. What is everyone else doing? Be original and different.
How will I achieve this? I did a search and have not found the type of lighthouse cliff map that I am attempting to do. So I believe I have an original and a different idea, especially for Unreal 3 world. What is the time of day of the map? See Reference. It is winter time, cold and windy with a high sense of isolation and despair.
Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere. Foggy and low visibility. Brink of dawn. Atmosphere will play an important role. Sound will help to set the mood. Sound of seagulls, harbor bell and waves below. Color palette. Despair and isolation.
Danger with jagged cliffs. How will I direct the player? What methods will I use? Noise and Sound? Guide the player without telling them where to go. Smart design. The lighthouse will be the focal point of the map.
Possibility of a house on the bottom will balance the composition out. I am thinking of this map as a painting, balancing the visual elements and gameplay elements against each other. Sound will be another way I will direct the player around the environment. Since this will. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere? Mood and atmosphere. Terrain and custom models.
I want to be able to share what I learn with others on this day challenge. What is the visual trademark of your level? How will the players remember your map? Lighthouse, atmosphere of coldness and despair. These images were collected on the web at images.
I tried to keep the following in mind when I am looking for reference images. Nothing fancy. Trying to establish an idea and more clear focus on the house and the lighthouse.
Top down view shows a figure eight flow to the map. Whatever you use is up to you. Doing this preliminary step is very important. The more clear and specific you are of what you want the easier it will be getting there. I did have to texture the lighthouse.
Models: I modeled the lighthouse using Maya and imported it in to Unreal. This was very simple to do and took no time at all. Making me focus on map creation. One of the things I wanted to learn was importing into Unreal from Maya. Every other model came with Unreal. Using the terrain brush tool I started from top-down view and getting the shape to the island based off of my top down sketch. This is why it is so important to have some preliminary work done ahead of time, and it only took me one day, but I know it is going to save me hours worth of work later.
First try was too big; I kept making it smaller and smaller. You want to be blocking everything in and checking for scale and playability.
You want to play test your map as soon as possible. It took me about 5 tries to get the scale and the size of how I wanted. One thing among many that I love about Unreal 3 engine is you are able to just jump in within one button push and test your map out. If its not working, hit escape, fix it and jump back in. I also really quickly jumped into Maya and modeled a basic shape of the lighthouse and imported it.
I just wanted to get that going. Slowly bringing everything up to speed. I imported the mesh and build a bsp brush house. Making sure that the scale was correct. I constantly jumped into the game to see how it looked. At this stage if something wasn't right it is still easy to change it.
You don't want to be refining terrain because gameplay isn't right during later stages. Think general to specific. Large to small. There will be plenty of time later for detail passes, but not right now. The shape of the terrain is where I liked it.
The size and scale was correct. The distance between the lighthouse and the house is where I imagined it and planned it. It was a good day. Today I spend the entire day refining terrain, as well as added water. Yesterday I got the terrain where I like it. One was refining terrain and two adding water. Getting terrain down to where there is no gameplay hang ups. To where you can run freely and not get stuck on terrain geometry. I am still finding them here and there and taking care of them.
Using the flatten tool and smooth at the same time. I went around the island and taking care of that. I also applied rock texture but just to gage where the cliffs are.
Day 5 is texture pass. So I stayed away from spending a lot of time on anything texture. Approximately two hours of material connection editor. Huge chunk of time but I am happy its over with. Now it will be refining the water effects. Still extremely rough, but the key is to move forward everyday. Tomorrow I focused on building the house and modeling the lighthouse.
I need to start adding static meshes to the island to make the place come to live. After today I need to move on and concentrate on texturing, lighting and refining. Getting into the thick of it.
Today was huge productive day. I got up at am and went to work. This is where I left off yesterday. Bare, ugly checkered textures, big huge blocks and ugly terrain. My goal was to have majority of the modeling and geometry done. So first things first I went online and began taking note of what models I need in my map. Instead of building everything and reinventing the wheel I will use what has already been done.
So on this web page there is a huge list of models that have been shipped with Unreal. At this stage I began to narrow down my focus and concentrating one thing at a time. Adding windows, possible lights, doorway, and fence. All the necessary things to make a house look like a house. Rooftop and chimney. Perfect for my map. When I model I always check the silhouette of the model and how appealing and strong it is. When in Maya and you haven't added any lights, just press 7.
At this point I like where my map is going. It is slowly beginning to come together. When we add lighting, which. Its hard to say right now in terms of atmosphere because lack of fog and lights. As much as I want to start adding fx and lights, I know not to get a head of myself. I will still need to tweak a lot of things around the house and lighthouse but at this point, tomorrow, I need to move on to texturing. I needed to get my texturing done for the day.
So my goal was to get all texturing for terrain done and fix up anything else that I felt like I needed to fix. After a bit of searching I found out that the reason you get a rainbow colored terrain is.
So my plan of having 5—7 layers was shot. I stuck with the fewer layers. Here is my slow progress on texturing terrain. Making pathways and blending textures. This took me quiet a while. One for the water and the other for visibility. The texture is very noticeable tiling. But the player will never be this far to see it and right now I am greeted with rainbow terrain if I try to do any texture layer editing.
Beginning adding atmosphere. At this stage I am beginning to really like how this looks. Things to do for day 6: Texture the uved lighthouse and make sure be done with textures. Getting ready for 2 days of lighting. Goal was to texture the uved lighthouse and fix up any other minor problems before they get out of hand. Not much of visual progress but the lighthouse texturing are completed. Not sure if I like that sky.
I am now thinking setting it in evening, nighttime and have a rotating light coming from the lighthouse. Then I began adding little area lights around the house. I wanted to use the blues and orange contrast. Complimentary colors. I actually have two directional lights. One for the main light source, the other is to fill in the shadows but with a lot lower brightness setting. I like it a lot better. It rotates and loops. Took me a while to set that up. But it works and adds a lot to the map.
Currently I am deciding if I want to make the map at night or early morning, dawn. I have included 4 different screenshots at the end testing which lighting example I like the best. Here I was still working at night scene. Fog is very thick and fog color is dull and gray. I changed the color of the environment lighting to be purpler and blues. I like this better then previous version. Below are four examples of possible lighting I may go with. Owners, Editors, and Admins can create mappings and edit their own mappings.
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