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Constructor... and levels
Constructor... and levels
| Name: | Radoslaw Marcin Kurczewski | ![]() |
|---|---|---|
| Date Posted: | Oct 05, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Radoslaw Marcin Kurczewski |
Blog post
It took some time but finaly I am allowed to show screens from some levels I've been working on for Gameflood check out additional screenshots from that project here. All below have been made in Hammer/Constructor for TGEA.
This one comes from "Biodome" level by Oliver Hobbs. Why am I showing it ? Well- my task was to optimize it, texture, create shaders and- last but not least- re-build parts of level to make it look better (one I am showing here was most painfull) and lit everything.

Here's second one- this time with layout designed by Oliver (he is really good when it comes to designing gameplay when my strong point is making things look good) and built by me from top to the bottom. Kind of "Flying Castle" thing, with lot of jumping (heavy use of forcefields)

Last one made together with Oliver- this time it was other way around- idea was mine but 95% geometry is made by him, then level got in my hands for lighting/ texturing. Kinda funny, considering fact it's still pretty much traditional FPP shooter.

Now here are two shots from level I am quite happy with (although I stil wish I had more time to play around with it). I am a big fan of japanese culture- I am training kendo, collecting swords (no, I said swords, not pants) and such so I wanted to make an FPS level set in that type of environment. Yeah, I know- it stinks of Kill Bill. Can't help it- it's a pop culture after all ;)


So- that's about it, a minor update on "what I've been doing all this time". I hope I will have a chance to do more of that kind of stuff soon- it's good to work with Torque again ... . Thank you very much for watching
This one comes from "Biodome" level by Oliver Hobbs. Why am I showing it ? Well- my task was to optimize it, texture, create shaders and- last but not least- re-build parts of level to make it look better (one I am showing here was most painfull) and lit everything.
Here's second one- this time with layout designed by Oliver (he is really good when it comes to designing gameplay when my strong point is making things look good) and built by me from top to the bottom. Kind of "Flying Castle" thing, with lot of jumping (heavy use of forcefields)
Last one made together with Oliver- this time it was other way around- idea was mine but 95% geometry is made by him, then level got in my hands for lighting/ texturing. Kinda funny, considering fact it's still pretty much traditional FPP shooter.
Now here are two shots from level I am quite happy with (although I stil wish I had more time to play around with it). I am a big fan of japanese culture- I am training kendo, collecting swords (no, I said swords, not pants) and such so I wanted to make an FPS level set in that type of environment. Yeah, I know- it stinks of Kill Bill. Can't help it- it's a pop culture after all ;)
So- that's about it, a minor update on "what I've been doing all this time". I hope I will have a chance to do more of that kind of stuff soon- it's good to work with Torque again ... . Thank you very much for watching
Recent Blog Posts
| List: | 08/25/08 - Austrian grenadier- low poly model 04/05/08 - Salome- textures (at long last) 03/26/08 - Salome- UV mapping and shader planning 03/23/08 - Salome goes TGEA 03/19/08 - Collisions- how design might change approach to tools 03/07/08 - Salome and swords 02/20/08 - Dragonbane... and some mumbling 10/05/07 - Constructor... and levels |
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Submit your own resources!| Dave Young (Oct 05, 2007 at 20:01 GMT) |
WOW!!!!!!!!
| James Dunlap (Oct 05, 2007 at 20:06 GMT) |
| Tom Eastman (Eastbeast314) (Oct 05, 2007 at 20:13 GMT) |
So...got any more pictures to show? ;)
| Jay Barnson (Oct 05, 2007 at 20:14 GMT) |
Nice work.
| N R Bharathae (Oct 05, 2007 at 20:18 GMT) |
| Radoslaw Marcin Kurczewski (Oct 05, 2007 at 20:20 GMT) |
| Florian (Oct 05, 2007 at 20:53 GMT) |
You have indeed a good taste of lightning, i like your usage of the glow shader
the only weird thing i see is that the water looks very strange and not waterlike
| Matt Fairfax (Oct 05, 2007 at 21:07 GMT) |
| Ross Pawley (Oct 05, 2007 at 21:57 GMT) |
Edited on Oct 05, 2007 21:58 GMT
| Paul Teall (Oct 05, 2007 at 22:05 GMT) |
| Paul Teall (Oct 05, 2007 at 22:06 GMT) |
| Tom Eastman (Eastbeast314) (Oct 05, 2007 at 22:09 GMT) |
| Ross Pawley (Oct 05, 2007 at 22:20 GMT) |
Edited on Oct 05, 2007 22:23 GMT
| Kenneth Holst (Oct 06, 2007 at 01:14 GMT) |
| Radoslaw Marcin Kurczewski (Oct 06, 2007 at 01:55 GMT) |
| Corey Punches (Oct 06, 2007 at 12:46 GMT) |
| ando (Oct 06, 2007 at 18:30 GMT) |
| jydog (Oct 08, 2007 at 10:45 GMT) |
| H.W. Kim (Jan 19, 2008 at 12:10 GMT) |
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