22-06-19, 21:44 | #1 |
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Joined: Jun 2017
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Opaque79's HD Test Level
This was a small test level made with HD assets months ago. I wasn't too fond of the results and it was left aside for a long time.
I decided to post a link to it here for others to try out and share their opinions. Opaque79's HD Test Level It's not much but it's a look at my attempt at a HD level. |
23-06-19, 09:46 | #2 |
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Joined: May 2009
Posts: 3,635
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As always mate, the general atmosphere and aesthetics of your levels continue to be top notch (even if this one is an abandoned test map). Gameplay however is a bit too simple and quick to finish, but it was a nice way to relax and I didn't feel bored during the 9 minutes spent playing
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23-06-19, 15:39 | #3 | |
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Joined: Jun 2017
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24-06-19, 18:46 | #4 |
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Joined: Feb 2017
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I think now that you had enough practice when it comes to graphics to focus on gameplay, take it easy what do you like the most in TR ? for exemple i love when she do some dangerous jumps and climbing so i add it to my levels ! i love underwater areas i add them, i like to get jump scared by ennemies or to hear them around me i add it etc...
Really you can try to note down all the gameplay stuffs that exist from TR1 to TR5 and pick 3-5 things exemple : crocodile, jeep, rolling ball, flames And from that DESIGN some 2D maps for exemple just having these elements i already see lara at high speed driving over cliffs with crocodiles everywhere to access a temple with some rolling balls falling in front of her and flames to avoid ! from that just build add more paths see what works and what you think could be better ! It's the key to me... consider the graphics behind all of that don't build to make things pretty build for gameplay |
24-06-19, 20:50 | #5 |
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Joined: Jun 2017
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Gameplay is the hardest thing to implement for me for some reason. It's just so hard to come up with original ideas.
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24-06-19, 21:05 | #6 |
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Joined: Aug 2008
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One thing you could consider while making your own texture sets is to stop combining textures from completely different areas of the world. In just your level I have seen greek/roman architecture alongside with TRL doors that have either south american or even african ornaments, big monolithic statues that I totally thought at first are Tulum statues from TR1, TRA incan textures, some early-medieval/celtic ornaments and I think I have even seen some objects from TR3 India.
Combining textures is fine for as long as they don't have traits of other culture and/or are not iconic to particular TR level. Otherwise people will see something is off. |
24-06-19, 21:08 | #7 | |
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28-06-19, 08:01 | #8 |
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Joined: Aug 2008
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Yup it breaks the immersion entirely unless it's explained by the story. And even then connecting Mesoamerican ornaments with greek/egyptian architecture is stretching it a bit too far.
I'd suggest you to first decide what kind of environment you want to create and then do a research about the style. If you're not feeling like it then you can just reuse already made classic TR texture sets or try to rip textures from later TR games. In the latter case just remember not to mix them up. Personally I tend NOT to use any textures from TR games unless they are super generic, like ground textures, rocks etc. Anything that's more unique will be instantly recognized by the TR players and if it doesn't fit the environment it will stick out like a sore thumb. |
28-06-19, 17:38 | #9 | |
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Joined: Feb 2017
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if you 400% want original gameplay then i suggest you to use another engine or to look at psiko's levels hypersquare... original gameplay is mostly based on original classic features... |
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28-06-19, 20:27 | #10 |
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Joined: Jul 2007
Posts: 4,183
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Am I allowed to stream this and give you a vod with tips?
I could keep it for the same stream as I declared for Lore's map. |
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