However, it is important to have a solid block out finished in a short time, otherwise you might run in a situation where programmers and game designers have very little to work with. Imagine if they had to test and adjust steering and handling of a car for a racing game that is set in a city, what do suppose the level guys should tell them: "here is a piece of terrain guys, put a few bsp blocks here and there, and you're all set". This level is pretty much a block out, except more detailed.
Hi guys, thank you very much for commenting on the video I worked on.
I guess it might need some more info on the map. The video is mostly a proof of concept. Games take quite a few people dedicated to building just maps. The usual process is: 2d concept(s) > 3d block out > detailing (which does have many sub-steps). While maps are being built and constantly tested by level designers, environment artists spend their time building props which then go into the maps, this is how maps evolve.
would be nice to have some shops and a park with hills, variation is always good, it's very rigid and straight and narrow atm, parked cars, i like though keep it up :-)
@UrbanPAD Procedural city construction is difficult because of the creativity of humans is endless, we don't have streets of identical buildings and exactly the same road layouts. Some roads may be a one way backstreet, other roads are two skinny lanes, while a main road might have 4 lanes either way with a nature strip in the middle. Some roads might not allow traffic at all and could be pedestrian malls with fountains, newspaper stalls, statues, etc.
@UrbanPAD One of the things I think ValugaTheLord means that most of the buildings kind of look like the same 1960s architecture. It's quite hard to take a one-style-suits-all approach because the architecture of cities evolve over time, and different architects within the same city design buildings in different styles.
@UrbanPAD You could mix in some different styles - 19th century (town halls, museums, libraries, etc), early 20th century (art deco), and modern 20th century (tall glass buildings that are set back at multiple levels, with sky bridges going across the street), etc. And lots of buildings are multi-use with retail signs at ground level and appartments/offices above. Some early 20th century buildings have vertical neon signs running up the side.
@UrbanPAD What this city could use is simple details, like billboards, stop signs, street lamps, trashcans, and benches. Things like that would make this feel more genuine. Also, adding signs is a good way to help people figure out where they are in the world. Large maps can sometimes be confusing to traverse, so landmarks are really helpful.
@UrbanPAD Well, buildings are extremely repetitive, everything is lacking detail. Put in unique buildings, cars, graffiti, sculptures, billboards, neon signs, different districts, like a chinatown, an industrial district, and adjust the details to what fits these areas.
@SuperiFox I agree completely, and possibly even particle effects going on would help, like haze/smoke for those industrial areas you mentioned, or some good 'ole burning hobo barrels. I think this could look extremely good if it had the neon signs like you say, kind of like the Samaritan demo they did recently.
Maps like these would be an awesome base to do multipuls of things, such as parkor maps, urban zombie apocolypes, etc.
DontPutSpiceonRice 1 month ago
Wow all of that made by 1 person in 3 weeks? UDK here I come!
JohnnyAKAghost 3 months ago
Keep it up! looking good!
needs some slopes and maybe a monorail though :P
limnophobia 3 months ago
It's like Old new york =O
Vicious713 6 months ago
/watch?v=mgigJhcyJAU
sdxxlukexx 7 months ago
@ dragonhacks : hah, good point ;) lightmpas for this are very low res, otherwise they do not fit into conventional video rams
@ welge8 : it is a fully playable udk map, 3ds was just one of the tools used
@ everybody else who commented : thank you!
long post, sorry. and previous posts were inverted, 2x sorry.
Catachirsm 7 months ago
However, it is important to have a solid block out finished in a short time, otherwise you might run in a situation where programmers and game designers have very little to work with. Imagine if they had to test and adjust steering and handling of a car for a racing game that is set in a city, what do suppose the level guys should tell them: "here is a piece of terrain guys, put a few bsp blocks here and there, and you're all set". This level is pretty much a block out, except more detailed.
Catachirsm 7 months ago
Hi guys, thank you very much for commenting on the video I worked on.
I guess it might need some more info on the map. The video is mostly a proof of concept. Games take quite a few people dedicated to building just maps. The usual process is: 2d concept(s) > 3d block out > detailing (which does have many sub-steps). While maps are being built and constantly tested by level designers, environment artists spend their time building props which then go into the maps, this is how maps evolve.
Catachirsm 7 months ago
thats not even a udk map. You show it in udk, but than you show the building in a 3dmax setting which is not hard to do what so ever.
welge8 7 months ago
what game is this?
treehuimumbo 8 months ago
very very nice dude...took 3 weeks to build did you say how much of thats was spent making light maps :P
dragonhacks 8 months ago
add zombie to the map that would make it better
multikiller19 8 months ago
it looks like earth defence force :-)
would be nice to have some shops and a park with hills, variation is always good, it's very rigid and straight and narrow atm, parked cars, i like though keep it up :-)
sgtalexdrummer 9 months ago
While looks cool.. Its pretty bland. No detail what so ever, same models, same altitude of land. Its just bland for game :P
ValugaTheLord 11 months ago
@ValugaTheLord Thanks for the input. What could we do to make it better?
UrbanPAD 11 months ago 2
@UrbanPAD This is very nice work. It's quite impressive.
messiahandrw 10 months ago
@UrbanPAD Procedural city construction is difficult because of the creativity of humans is endless, we don't have streets of identical buildings and exactly the same road layouts. Some roads may be a one way backstreet, other roads are two skinny lanes, while a main road might have 4 lanes either way with a nature strip in the middle. Some roads might not allow traffic at all and could be pedestrian malls with fountains, newspaper stalls, statues, etc.
messiahandrw 10 months ago
@UrbanPAD One of the things I think ValugaTheLord means that most of the buildings kind of look like the same 1960s architecture. It's quite hard to take a one-style-suits-all approach because the architecture of cities evolve over time, and different architects within the same city design buildings in different styles.
messiahandrw 10 months ago
@UrbanPAD You could mix in some different styles - 19th century (town halls, museums, libraries, etc), early 20th century (art deco), and modern 20th century (tall glass buildings that are set back at multiple levels, with sky bridges going across the street), etc. And lots of buildings are multi-use with retail signs at ground level and appartments/offices above. Some early 20th century buildings have vertical neon signs running up the side.
messiahandrw 10 months ago
@UrbanPAD Besides the buildings - you could add trees, garbage bins, benches, bus stops.
Anyway, keep up the good work!
messiahandrw 10 months ago
@UrbanPAD I would say more color and damage, but it looks epic!
magemaniac33 7 months ago
@UrbanPAD What this city could use is simple details, like billboards, stop signs, street lamps, trashcans, and benches. Things like that would make this feel more genuine. Also, adding signs is a good way to help people figure out where they are in the world. Large maps can sometimes be confusing to traverse, so landmarks are really helpful.
RadleyBO0 7 months ago
@UrbanPAD Well, buildings are extremely repetitive, everything is lacking detail. Put in unique buildings, cars, graffiti, sculptures, billboards, neon signs, different districts, like a chinatown, an industrial district, and adjust the details to what fits these areas.
SuperiFox 7 months ago
@SuperiFox I agree completely, and possibly even particle effects going on would help, like haze/smoke for those industrial areas you mentioned, or some good 'ole burning hobo barrels. I think this could look extremely good if it had the neon signs like you say, kind of like the Samaritan demo they did recently.
shady9321 6 months ago
@UrbanPAD MAKE IT LESS BLAND! ;) :p On a serious note, I think you're on to something. Keep going!
GuitarSlinger2112 5 months ago
@UrbanPAD Make it destroyable ? with apex physix ...
and release it :)
leojohnridi 3 months ago
@UrbanPAD scatter some static meshes like trashcans and street lights mabey cars...it would look prime
BuNzMaN 1 month ago
@BuNzMaN im stupid i didint even see the lights at first
BuNzMaN 1 month ago
d: wish i could do that
mitpere 1 year ago
very good
un7ucky 1 year ago
Wow. Impressive work.
bravo142 1 year ago
Awesome work!
ostkaaka 1 year ago
Shit that's nice :D
jimmboy93 1 year ago