WOW!
This is the first I hear about this project. It's great!
I'm trying to figure out if I am good enough to be a part of the team. From the looks of the many of the applications, it doesn't look it.
My photoshop skills are nothing special. I have a limited time with the map editor but am familiar with it, but nothing to the extent of Zed or Mr.Mic.
I have many ideas and would be greatful to be a part of the team.
Incase i'll list my abilities
Advanced knowledge of AutoCAD
Advanced knowledge of Architectural design
average knowledge of the CT and PT Map editor
Average knowledge of Photoshop
Excellent understanding of what made CT and PT great
When I get home from work, I'll post some of my photoshop stuff. It's not fancy, but it gets the job done.
I figure I can be additional help for any position. I am not lead material, but I'm sure I can help get the ball rolling.
hmmm.....what peaks my interest is your Architectural Design skills for Level Design.
Have any examples?
Because we dont know our game engine yet, we dont know what we will use for the level editor.
Ya I would love to see some aswell :D I stopped building lvls cause i did not have something to go by.
At home I have a level I made for PT. It was called the DAM. I had many great ideas, but because my knowledge for the map editor and lack of experience in programing. It wasn't the greatest. I still have it, and it can be explored, however not playable.
For CT I only designed a map called Downtown, which had a little bit of everything that made CT great. I encorporated many elements that weren't successfully made in any CT map. For instance, theres a small bank in the map, you can access the vault by coop by having one guy hold a button to open the vault gate and let the other guy in for the quick hack. also silent lazers setting off outside visual indication that the bank is being robbed without letting the ppl in the bank know.
I guess I could post some of the architectural projects I've done for school too.
EDIT: It comes down to: I have the vision, i lack the ability to make it.
Well then you have the vison i have your detail :D now we can make it.
I'm not keeping up with you guys anymore.
Here's the standard message that I post below every sollicitation. :D
Thanks for the offer. Check the site to stay up to date. When enough people have signed up, we're going to assemble the actual team. In the meantime you can chat in the public discussion about the game. Don't forget to spread the word. We still need more developers.
Daybreak....we need someone with architectural knowledge to sketch out a visual concept of the level. So far i dont think anyone is doing visual concepts of levels yet. The idea behind this is that the level artist would capture the look and feel of the sketches.
You dont need software knowledge of this...but good knowledge of proper architectural design with an understanding of the flow of the map for the player.
Its harder then it sounds.
Quote from: goodkebab on November 19, 2006, 03:37:50 PM
Daybreak....we need someone with architectural knowledge to sketch out a visual concept of the level. So far i dont think anyone is doing visual concepts of levels yet. The idea behind this is that the level artist would capture the look and feel of the sketches.
You dont need software knowledge of this...but good knowledge of proper architectural design with an understanding of the flow of the map for the player.
Its harder then it sounds.
That's funny, as soon as I heard "sketch out a visual concept of the level" I was like, that's easier said than done. However, when the project begins, I'll be more than willing to help out. Sadly, I move it two weeks. So everything's a bit out of order. I'll start brain storming and writing ideas down.
Something that'll help me out is this going to take place in mid-future, similar to CT or will it be super future ala 3002? And for level types, what do you feel about the reasoning. What I mean is, Terrorist didn't really need to be in say an Aquarius type level. Would you want it to be reasonable locations or would a map in say a pet store be good? Other than that, i'm sure I can come up with some cool designs.
Keep an eye on the Information forum for concepts.
Quote from: Daybreak on November 15, 2006, 06:55:05 PM
For CT I only designed a map called Downtown, which had a little bit of everything that made CT great. I encorporated many elements that weren't successfully made in any CT map. For instance, theres a small bank in the map, you can access the vault by coop by having one guy hold a button to open the vault gate and let the other guy in for the quick hack. also silent lazers setting off outside visual indication that the bank is being robbed without letting the ppl in the bank know.
Very cool idea daybreak, I was writing concepts down for a map and was also trying to add elements of gameplay that are not in any other maps 8) This would be really cool and fun in-game.
Quote from: Vega on November 22, 2006, 06:49:46 PM
Very cool idea daybreak, I was writing concepts down for a map and was also trying to add elements of gameplay that are not in any other maps 8) This would be really cool and fun in-game.
Ya I've read about a lot of things. Way back when the MapEditor came out for PT Akbari made a fun house. Falling doors and all sorts of things. The ideas were great, but poorly implemented and never touched again. I have ideas that I think will probably work I just have no idea if it's easy, hard or impossible to pull off.
I've got a big list of maps that have potential and variety. Diversity is important.
However drawing these ideas for the map makers isn't as easy as I thought, and I'm diligently working on my sketching skills. My ideas are vivid, just getting them on paper so others can understand will be a difficult task.
Yeah that's a problem I've ran into also. I've been trying to sketch map ideas but I suck at drawing so it's getting pretty frustrating (even 3d objects look goofy). You said getting the ideas down on paper, so I'm assuming you're using no programs? How many different views are you showing of your map? A whole map view, inside room A, inside room b, outside room a, outside room b, etc.
Daybreak, i have a lot of material available for our level artists if they choose to use it. The following pics are renders. My idea so far is that they can take the material and remodel it for realtime use. It is all textured and such...which will speed up production quite a bit.
The idea behind it is that it is a bombed out factory in Chechnya. The Soviets are making an assualt on the area and will quite probably destroy the building. The Mercs are protecting the objectives until another unit can translocate them. The spies are supposed to infiltrate and steal/destroy/hack the objectives.
The time frame for this is near future...say 2010 or something.
The layout of the level is inside a large main hall with smaller rooms. It is a factory, so expect industrial hardware and vertical height. You can use the Factory level of CT for inspiration.
Requirements for the Level: Simple 3-4 room layout that is easy to learn and navigate. Vertical height, 2-3 levels for Mercs and an additional 2 levels for spies(one below and one above).
Having triggered events will be awesome if they can change the layout of the map and the tactics. We can keep it indoors for now.
I would like it to be an open map and be able to take some of the charm of Mount Hospital and Clubhouse for the replay value. Spies need to be able to quickly escape and have creative routes to the objectives.
We can have security and all that...
http://img132.imageshack.us/img132/262/52bombroomdm0.jpg (http://img132.imageshack.us/img132/262/52bombroomdm0.jpg)
http://img223.imageshack.us/img223/8030/4nq2.jpg (http://img223.imageshack.us/img223/8030/4nq2.jpg)
http://img215.imageshack.us/img215/1166/2ii3.jpg (http://img215.imageshack.us/img215/1166/2ii3.jpg)
http://img207.imageshack.us/img207/235/3qk4.jpg (http://img207.imageshack.us/img207/235/3qk4.jpg)
That's AWESOME looking....kebab, how did you do that? What exact programs and steps did you do to do that?
Wow Kebab, uhm... any work you do puts mine to shame.
My guess would be Max or Maya...
That was modelled-textured in Maya, rendered in Mental Ray, and some post work in photoshop. Those are rendered graphics for an existing game...which i want to use as direction for this game.
Daybreak, that is NOT a level design...but we can have a level design that will look like that. We just need someone to do blueprints of the levels....so that the level artist wont start doing random stuff. The idea is to work out a layout on paper first to work out balance before we get any problems. We need to have vent networks, catwalk networks...etc etc.
You dont have to worry about doing pretty renders or beautiful sketches....I am just thinking you can use your architectural experience to do an intelligent design for a game level.
Ah... I got you. That's something I can do!
Yea that is some good work there :D Cant wait to see some of your work daybreak