Meshing on Oblevia, part 2 is going good BUT slowly.
The scale is the same as the original. A tad bigger in some areas so we have more space to dodge, slide, etc. which is for the better 🙂
The biggest challenge for this remake is that the original use a grounded, industrial theme and mine is a space one, therefore, the story as been adjusted accordingly. Meshing the level to make you feel you’re in space is not obvious! Furthermore, I want this space station to feel alive so proper ambient mechanical sounds are crucial as well as moving parts in some spots.
For the dev, this post is about showing the meshing progression. The main area is the ‘pillar’ one with the minigun and UDamage. Here, you get different POV and while it doesn’t seem like, the layout and size of all areas are the same as the original. All pickups are located at the same spots, even the original spawn actor (playerstart) are at the same location.
Here is the Link area. I replace the BSP crates with meshes obviously BUT I made sure the used space and size are the same. I took the opportunity to place the crates in a way you have an opening on the other side of the crates to provide precise attacks.
In this corridor connecting with the minigun and RL, I made it non symmetrical for a change.
The RL area, notice the positioning of the crates 🙂
The area that as the most changes, geometry speaking is the Sniper area. Instead of having multiple small pillars across the corridor, I made 2 big one instead. That way, players can wall dodge and/or wall run and/or take cover behind the pillars which are made from several meshes.
Here is the small room near the Sniper where you collect small pickups. It might seem like an insignificant room but it add lots of cool gameplay. I need to learn how to make doors open / close automatically when getting closer to them.
I really like it in lighting mode 🙂
From this POV, you can clearly see the computer panels that control the monitor screen.
Again, in lighting mode.
My real challenge was to NOT over meshed the small room because I have plenty of really nice computer assets I can use to make awesome control panels 😀
I wanted to use a combination of various lights colors in this specific room (green + purple + red). It took me several lighting builds to reach a good balance.
I still have lot’s to do, new things to learn. I’m playing the map a lot. I really enjoy it, even more than I thought. You will have it too, someday.
Hey Steve excited to see a new map in the works. Ambient lighting looks great = )
Looking forward to running around in this one, hard to comment on geometry and weapon placement only using screen shots.
Keep up the good work.
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Hé hé, THX buddy 😀
Well, this post is about showing my progress, to let people know that Stevie’s is still mapping 🙂 After all, those assets aren’t free and it would be a shame paying for them and not using them in the end.
For sure, you’ll get the look and feel when you’ll be able to play it. But I must say I’m really proud of the way I use the assets, providing a new look while trying to keep the original geometry and layout.
I’m happy you like the lighting, because I like it too very much so far!
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I know there will be lots to love – as always, bringing the two pillars of level design together – a dynamic layout with stunning visuals.
Love your passion mate = )
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Meshing is progressing.
Therefore, I had problem with the animated doors sounds in the level. The good news is that I got help from MoxNix and Narayana on Discord. They help me out so I could fix my issues 😀
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