Am I on the right track?
http://img237.imageshack.us/img237/6572/aron4.png
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Am I on the right track?
http://img237.imageshack.us/img237/6572/aron4.png
Cool rifle Ross, I wish I had an adjustable butt.
Also, Nice work so far Veex. Just watch the scratches. You have too many scratches in some areas where it likely wouldn't scratch, and not enough in high wear areas.
you need to toptimise around the grip, at the edge loop above where the knob-stuff ends. you don't need those, they don't define anything.
http://img293.imageshack.us/img293/5...conceptre4.jpg
So I was bored and decided to doodle a level from overhead; I come up with this, inspired by something I found on /wg/
Basically, the circular thing in the middle is a park-ish area. It's nice, and is the polar opposite of everything else around it. Everything else is industrial-ish, big buildings billowing smoke. The two rectangles on either side are bases; they're indoors. They have elevators leading UP to the park. The pathway with the question next to it, "This or tele?" is basically just held up by steel thick cables. I figured I might want to just bypass it entirely with teleporters, but now that I think about it, that makes it a tad too easy to get into their base and spawn camp. The little buds coming out of the bases are floating platforms that make their way to the crescent shape, and come back. They'll probably be on tracks. The crescent shape is just a platform on a lower tier than the circular park area, that has jump pads leading up to it.
Yes, I know it isn't much, but I figure I'd just put it on here for a two reasons: A, should I leave the walkway or put teleporters? B, should I continue on this or just give up on it because of bad design? I know it isn't very detailed, and might not be enough to put on here. Oh, and yes, it does look like a pretzel.
tele, but make the base easier to defend (so it's more like the tele exit that gets camped)
This concept is for Unreal Tournament 3, by the way; just how imagined it, it could go in another easily. Anyway, what would you suggest for that?
I was thinking a turret with a very limited view of the teleporter; possibly a small wall, blocking direct view of the teleporter itself, but allowing you to see them as they walk around said wall? That being their only way to get to spawns. Then again, I could just have a switch on the wall that blocks off the teleporter with a wall or something. But that requires work in Kizmet... D:
Just give the tele exit area little cover while the defenders have more. The glass wall would be a good idea too. That's what I'd do for Halo, though. I've never played UT3.
hmm, looks like it could be interesting, a word of advice though, if your drawing a layout try to make it obvious whats what, what you drew up is sort of messy and hard to understand other than the basic shape of the level.
I usually like to brain storm ideas on paper, then photo shop it to make it look nice later, I've even used map keys and such.
E: Oh btw, nice work with that assault rifle veex.
http://img235.imageshack.us/img235/4297/araz1.png
Rep is nice. :downs:
Hey there, It looks very nice. I like the little details, keep improving upon your work and learn new things. There are a few scratches that show a little too much for their locations on the weapon. Overall I would give this 8/10. Just because Mr. Dano has a special place in my heart with his ~/10.
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I've been working on this for about 4 hours now, this is the first time I've touched photoshop in awhile and definitely the first time I've attempted a web layout. I am lost on what to add and what needs to be improved. Any help would be greatly appreciated.
It's too simple, but I don't know what to do. D:
http://t1xanton.com/Images/WebDesign/Div_Styled.jpg