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Thread: Innocence

  1. #1
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    Default Innocence

    Hello all,

    I'm making the official announcement of my next multiplayer level, Innocence. I haven't released a custom level in my free time for a very long time. This will be part of my 2007 portfolio update.

    I will be releasing a series of levels for Gears of War and Unreal Tournament 3. My first release in my portfolio is what I consider a "quick map". It gives me the ability to show a completed level in a very short time frame. I use many shortcuts on one of these levels. On release I will explain my shortcuts and .reveal what I did to get quick results. *edited Nov272007

    Right now my progress with the level is mid-asset placement. The blue room was completed but i erased a huge portion of it because i didn't like the way it was feeling. Right now i'm fleshing out general asset placement and lighting.


    These are some Work In Progress screen shots of where I currently am.




    Sorry about the image size. I took these last night and didn't want to resize them (yeah I'm lazy, i know )

    http://peeves.noobgrinder.com/innocence01.jpg
    http://peeves.noobgrinder.com/innocence02.jpg
    http://peeves.noobgrinder.com/innocence03.jpg
    http://peeves.noobgrinder.com/innocence04.jpg
    http://peeves.noobgrinder.com/innocence05.jpg
    http://peeves.noobgrinder.com/innocence06.jpg
    http://peeves.noobgrinder.com/innocence07.jpg
    http://peeves.noobgrinder.com/innocence08.jpg
    http://peeves.noobgrinder.com/innocence09.jpg

    I'll try to keep this thread posted of my progress. I'm looking for any potential playtesters coming up here soon. If anyone is interested please message me.

    -Kedhrin
    Last edited by Kedhrin; 11-27-2007 at 01:05 PM.

  2. #2
    Iron Guard
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    Looks great man. I like the whole "last sanctuary that hasn't been defiled yet" vibe the pics convey. No wonder why you named it "Innocence".

  3. #3
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    Good work, looking forward to see it in full glory, keep up updated

  4. #4
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    Nice work dude, hope you will reach your objectives.

  5. #5
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    This looks wild from some screens, then kind of blah on others.
    I'm def gonna try this one out though. Props.

  6. #6
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    Quote Originally Posted by SirenSilently View Post
    This looks wild from some screens, then kind of blah on others.
    I'm def gonna try this one out though. Props.
    Hey there, I'm definitely interested in hearing your opinion on what areas you feel are lacking. This is for my portfolio so quality is very important to me. If you can't put your finger on whats wrong with it, that is fine. Maybe you can tell me what pictures are bothering you? I'm not so interested in making excuses for why some things are lacking... other than I am still in a very early stage of development on the level. But if you can spot me an area of issue it could save me time while trying to polish. Thanks!

    Here are 4 updated pictures, by the way.





  7. #7
    Skaarj
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    Great map. A definite download.
    PCWII60 is the only way to go!

  8. #8
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    Actually. I relooked at the pics and realized what thread I was in. Dude, this map is phenomenal. Just stunning. Reminds me of old bones, but way more amped.

    Are you going to have a beta release or are you just going to wait until it's finished.
    Private beta? I'm interested.

  9. #9
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    Quote Originally Posted by SirenSilently View Post
    This looks wild from some screens, then kind of blah on others.
    I'm def gonna try this one out though. Props.
    Quote Originally Posted by SirenSilently View Post
    Actually. I relooked at the pics and realized what thread I was in. Dude, this map is phenomenal. Just stunning. Reminds me of old bones, but way more amped.

    Are you going to have a beta release or are you just going to wait until it's finished.
    Private beta? I'm interested.

    Absolutely. I plan on having 3 different play sessions and iterations done to the level based off feedback so I am looking for players to play.

    Here is my current schedule with the level...


    Schedule:

    This gives me a schedule and time to focus on what I need to do and the time it takes. Of course... these are all 'estimates'... the total time is always scary but I tend to move ahead of schedule...


    Stage 1: Scope (30 Minutes)
    :100%:

    Stage 2: Layout Sketch (30 Minutes)
    :100%:

    Stage 3: Weapon Layout (30 Minutes)
    :100%:

    Stage 4: Blue Room (2 Hours)
    :100%:

    Stage 5: Asset Placement (72 Hours)
    :70%:

    Stage 6: Lighting (24 Hours)
    :0%:

    Stage 7: Gameplay implementation (16 Hours)
    :0%:

    Stage 8: Play Test Phase 1 (2 Hours)
    :0%:

    Stage 9: Iteration 1 (4 Hours)
    :0%:

    Stage 10: Play Test Phase 2 (2 Hours)
    :0%:

    Stage 11: Iteration 2 (4 Hours)
    :0%:

    Stage 12: Play Test Phase 3 (2 Hours)
    :0%:

    Stage 13: Iteration 3 (4 Hours)
    :0%:

    Stage 14: Performance Polish (16 Hours)
    :0%:

    Stage 15: Final Polish (8 Hours)
    :0%:

    Stage 16: Release (4 Hours)
    :0%:


    Total Hours (160.9)
    20 Work Days (1 Month)

  10. #10
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    The road block things dont fit at all with the style of the map. I'm referring to the concrete roadblocks in picture one. The style flows until my eyes see those and it just makes it not perfect anymore.

  11. #11
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    looks alot like old bones. maybe you should change the lighting system. good map though.

  12. #12
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    Well, it DOES indeed look like Old Bones, but I'm not complaining as OB is one of the best Gears of War maps. And to think it was free, too...

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  13. #13
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    Quote Originally Posted by jackrustycog View Post
    The road block things dont fit at all with the style of the map. I'm referring to the concrete roadblocks in picture one. The style flows until my eyes see those and it just makes it not perfect anymore.
    I agree, I haven't played with game play specific assets yet and just put them in for test reasons. I like the sandbags though.

  14. #14
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    I haven't worked on this level in like almost 5 months so i'm really sorry...

    but i started work on it again and i just finished fleshing out the core game play area...

    now i need to place the game play specific assets like cover, etc. with path nodes and the like...

    oh btw

    video!

    http://myspacetv.com/index.cfm?fusea...deoid=33356289

  15. #15
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    it looks frikking awesome! A million times better than my map

  16. #16
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    It looks sick. The video did not load for me the whole way through and the quality was eh, but I still saw enough. Good job.

  17. #17
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    finish this map!

  18. #18
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    yeah i'd really like too, i'm very busy with work atm, i'm so close to being done though... its a bummer... i'll try to get to it when i'm done with my crunch..

  19. #19
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    Spamtastic ****ing awshyum.

    The only things I've seen to be wrong with this map are the rails in the middle of the stairs, the roadblocks in the middle of the map, and some lack in detailing (more on this later). I can see the rails in the middle of the stairs being a horrible nusiance to a ton of people, and stopping players from rolling away from shotguns or grenades, as well as slowing them down. Either make them larger or pronounced so players will feel less cheated, or remove them entirely.

    The roadblocks in the middle of the map take away from the feel of the map (innocence). Try using more natural cover, like low walls and other pieces of architecture. You want your cover to always feel natural to the map, and to not be too crowded; you also want there to be obvious defensive positions, areas that have advantages over those positions (higher ground, line of sight) but disadvantages from other areas (less cover up high, for example). So far it looks like you've mostly got that.

    Also, in the Fourth Screenshot, the carved bust jutting out from the brick wall just doesn't seem to fit. Blend it in with the wall some more, maybe replace the wall with something that complements the bust, but if you can you could easily get away with just blending it in more by adding some more detail around it. So far everything else is good, but this statue just caught my eye; it looks really out of place, like a Picasso painting surrounded by Da Vinci's.

    Other than that... Spamtastic ****ing awshyum. LOVE the monk-like statues. They're PERFECT and ASHYUM.
    I came up with the Bag 'N Tag idea. No really, check the date. (proof)
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  20. #20
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    Quote Originally Posted by Wisdom Thumbs View Post
    Spamtastic ****ing awshyum.

    The only things I've seen to be wrong with this map are the rails in the middle of the stairs, the roadblocks in the middle of the map, and some lack in detailing (more on this later). I can see the rails in the middle of the stairs being a horrible nusiance to a ton of people, and stopping players from rolling away from shotguns or grenades, as well as slowing them down. Either make them larger or pronounced so players will feel less cheated, or remove them entirely.

    The roadblocks in the middle of the map take away from the feel of the map (innocence). Try using more natural cover, like low walls and other pieces of architecture. You want your cover to always feel natural to the map, and to not be too crowded; you also want there to be obvious defensive positions, areas that have advantages over those positions (higher ground, line of sight) but disadvantages from other areas (less cover up high, for example). So far it looks like you've mostly got that.

    Also, in the Fourth Screenshot, the carved bust jutting out from the brick wall just doesn't seem to fit. Blend it in with the wall some more, maybe replace the wall with something that complements the bust, but if you can you could easily get away with just blending it in more by adding some more detail around it. So far everything else is good, but this statue just caught my eye; it looks really out of place, like a Picasso painting surrounded by Da Vinci's.

    Other than that... Spamtastic ****ing awshyum. LOVE the monk-like statues. They're PERFECT and ASHYUM.

    thanks for the feedback,

    yeah as i mentioned before i'll take out the roadblocks i'll be doing more sandbag type bunkers across the level, i haven't begun detailing as well as i want to destroy some of the building in areas. i got some more work to do for sure... just gotta find the time....

    theres more than likely a few things i'll have to change with the game play space as i begin testing (like the rails on the stairs as you mentioned)... just gotta wait for that phase though... never know til i play it

    alas... soon... i hope i get to wrap this map up.

  21. #21
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    dnfiudhhgvijhdbvgehrgvi

  22. #22
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    Ah, can't believe I found this while using the search button, I was looking for the custom map night thread.
    Quote Originally Posted by Hitpawz View Post
    Glue a camera to the back of the bowl? Why would you want to make that kind of movie anyway? It's sick.

  23. #23
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    Reminds me of Old Bones ( my fav map ). Your map looks good

  24. #24
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    glad to see theron back, still play your lance 2 caveyard, any more plan?...

  25. #25
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    dunno, will see ...

  26. #26
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    Thumbs up

    sorry double post
    Last edited by darksin; 08-27-2009 at 01:28 AM.

  27. #27
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    never say dunno, man, just do it, we all support you, bot version of your previous masterpiece Mp_Regenerator.. ...
    Last edited by darksin; 08-27-2009 at 01:18 PM.

  28. #28
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    Your very enthusiastic aintcha darksin.

  29. #29
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    lol, well, i love bot maps like Horde and lance bacause of high replay value, there're so many talent ut mappers but most of them never touch gears, sp is good but dm is indeed funnier, these bot maps made a long happy game time, so more this more good...anyway if mappers don't want, that's ok....
    Last edited by darksin; 08-27-2009 at 03:38 PM.


 

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