UGAC - Master Chamber - Somnambulance


#1

Title: Chamber of Provenance
Genre: ~ Mythological
Type: FPS - DM or partial CTF Map

High above the stagnant water surrounding the dais, light bursts through the openings in stone structure to illuminate the chamber.  Surrounded by overgrown vegetation the icon sits at the edge of a peer on the highest level. Hero must forge his path to the brow, retrieve the icon and escape.

Features:
    •    Exotic lighting coming from windows in ceiling and top floor
    •    Figureheads of those who constructed the Master Chamber rest at the top of the main pillars with hanging plants coming from their mouths.
    •    Dark edges of the rim where the stairways and ramps can be found
    •    lots of     vegetation to hide behind
    •    Pool of water surrounding the bottom entrance of the temple
    •    collapsed edge of the temple to complicate the players exit path after they grab the icon.
    •    Entry/Exit A - Main hallway which feeds into the outer walkway.
    •    Entry/Exit B - parallel stairwells lead underneath the stage in the center of the floor leading to the caverns.

[level design]
[block out w/ basic values]
[concept art]
[final submission]

#2

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#3

Nice Layout, a solid professional approach. I assume the black circles are pillars? Looking good so far!


#4

replace all the pillars with face sprites to save triangles :smiley:

You might want to cut down the scale a bit there, you’vegot an awful lot of floor space and 20k triangles isn’t enough for an entire level.


#5

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#6

You can always model for your portfolio and then cut for the contest :smiley:


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#9

Get me some McDonald’s because I’m Lovin’ It.

Cool design, this would look great with hanging vines and ivy creeping up the walls.


#10

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#12

over it .


#13

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#14

I’m getting a very “Sub Zero, Fatality” vibe from your heads/spinal cord plants.

Looking good!


#15

looks intresting. I like the idea so far keep at it. Those leaf vines are insane detailed but still very low poly. The only suggestion i see is with the first texture. It is a bit busy and might hurt other cool details you put in the room. You can still have that brick look but not so saturated perhaps.


#16

“FINISH HIM!” I hadn’t looked at it quite like that. I was going to have the plants coming out of the mouth… but I didnt like the idea of life being vomited.

I think you are correct RO, I need to tone it down. I hate that texture already, my vision was of something more like bricks insted of rocks. I am going to revert back to that.


#17

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#19

Can’t wait to see this one done either, lot of great things this time round, good luck to you too :slight_smile:


#20

I’d hate to say it but your textures seem too busy. There is a lot of interesting geometry going on but your textures seem to hide that. At least for the back wall.