CTF Despos
Scroll To End For Newest Screenshots
Posted on July 16, 2013 by georgehulm
Hey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion.
Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun.
This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time.
In the interests of getting these levels finished in a timely manner, the rules are as follows:
No Custom Meshes
No Custom Materials
No Major Changes To Existing Layouts
What you see below, is the product of a mornings work on one of the most promising layouts that I found.
Click here, or on any of the below images, to see more pictures, and jump straight to my site.






I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust.
There are a set of contrasts that comprise the main visual themes of the map, which are:
The contrast between Light and Dark
The contrast between the shining spires up above, and the grotty slums below
The contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways.
I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs.
I will try to keep everyone updated, Feedback is very welcome.
Scroll To End For Newest Screenshots
Posted on July 16, 2013 by georgehulm
Hey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion.
Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun.
This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time.
In the interests of getting these levels finished in a timely manner, the rules are as follows:
No Custom Meshes
No Custom Materials
No Major Changes To Existing Layouts
What you see below, is the product of a mornings work on one of the most promising layouts that I found.
Click here, or on any of the below images, to see more pictures, and jump straight to my site.






I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust.
There are a set of contrasts that comprise the main visual themes of the map, which are:
The contrast between Light and Dark
The contrast between the shining spires up above, and the grotty slums below
The contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways.
I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs.
I will try to keep everyone updated, Feedback is very welcome.
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