Some quick development shots for all you budding level designers out there..
Just to give you a point of comparison in your mapping process.
each shot is accompanied by a brief explanation
Tried to use these xpack objects to create a loading station for the train system in the base. Think it makes a nice visual mess which players have to navigate.
a really interesting location which will probably become one of the natural strongpoints on the map. tried to create some decay with the broken pipe on the left as well as the old unfinished cement forms out in the water. with some scraggly bushes and a few more statics it will be a nice looking location and very
fun for cqb
Mainly included this to show an organic layout of derelict containers in a run down port. while still in development, im trying to develop a sense that the port has become rundown and misused.. notice containers in the water and at odd angles. dont be the mapper who just throws a bunch of ocntainers on a pier in a straight line as filler!!!! purpose!!
A typical rail line thorugh an idustrial area. Ive added the barriers to break up the space and make players navigate through the rail line area. makes them feel more purposeful as well as providing a place to get pinned down. might develop this space a bit more.
Another effort to create visual and strategic levels in an otherwise flat map. assuming the tanks have a host of pipe networks and was added after the initial port was built. so they raised and covered the tanks pipework. breaks up a corner of the port. provide both cover and height.
Still fighting with this space but essentially wanted a non linear rail terminus. a few side lines to park rail cars. the cars also cover the approach to the raised base of the silos which will be a strong point of sorts. still WIP..not quite what I want yet.
This raised tower and tank area breaks up 1/3 of the port and will be a way point when moving across the port en masse. towers can be accessed via rear ladders but highly exposed. also middle section has a drain to open water.. watch you dont fall in! hehe..
basic layout of a town that will just skirt the port. Will serve as a gathering point for attacking militia forces. will not be directly involved in game play so will not be detailed too much. Maybe just painted roads. some bells and whistles. would make a good command area for the militia commander.
A practical looking pipe and tanks system that will break up the main flow area of this 1/3 of the port. May still add a wall or 2 along the water. really breaks up the visual from left to right. Hopefully make the player concentrate on what they are looking at. cause some tension. still need decoration as well.
So just some devlopment shots as I said. hopefully inspire someone or give poeple some ideas.. feedback welcome.
