00:16I just got back CTF Outside from the art team, which is now officially called CTF Titan Pass,
00:21and I'm working on a gameplay pass on a map, just going in and making sure that
00:25is this map still playable in the same form that it was before, in a shell form,
00:29which naturally the shell is kind of the purest form gameplay-wise, so there have to be some sort of
00:33concessions to be made.
00:35All of these surfaces here that you can see are now neatly tucked behind what used to be the original
00:39shell,
00:40poking out and creating things that you could get hung up on, so in order to facilitate people being able
00:45to still wall run on these spots,
00:47to kind of go in and just nip-tuck a lot of this stuff and push it back.
00:50Same in these kind of areas where once you actually go ahead and select some of the blocking volumes here
00:56that make up the collision,
00:56you can see how clean those surfaces really actually are after the fact that they're still breathing room underneath that
01:01to give it some organicness and let it breathe there.
01:04The only thing that's really important to us from a gameplay standpoint is that when meshes are applied to the
01:09map,
01:10they don't sit on top of the original BSP and we're trying really, really hard to maintain the original dimensions
01:15so we don't end up with maps that are sort of ever-shrinking because as you layer and layer stuff
01:20on there,
01:21the play spaces will feel tighter and more claustrophobic.
01:24We're definitely also continuing to work on it.
01:26We're definitely not done with it since we're a living project.
01:29There's a ton of things that we still want to touch up on and improve and it's an evolving process.
01:38You know, when these guys first started, we had Gooba's Concepts.
01:41We had a nice kind of clean white rock with some moss on it.
01:45There were some green areas and the castle block was meant to be hewn from the surrounding rock.
01:50So that's why everything was white on white on white.
01:53About midway through exploring some of that stuff, Josh and Rick turned some of the stone to metal,
02:00applied a rust texture to it and you got this really cool slate gray with these kind of oxidation in
02:07the rock
02:07that really worked well and it set everything off and it really portrayed the sharpness in the normal maps on
02:15the rock.
02:16So I like the look of that, so I kind of let them run with it. They liked it too.
02:20Maybe three quarters of the way through, we took a look at it. It was getting very gray.
02:24The rock was gray, the sky was gray, the metal was gray.
02:27And one of the ideas that I had was bringing this moss layer down,
02:32so it feels like this area doesn't get too much sun, it's more damp.
02:36Let's bring some greens in there and some different tonal values and that kind of brightened everything up.
02:40It also helped some of the player characters stand out from the backgrounds.
02:44Then we said, hey, how can we contrast the two sides?
02:47Because the sides were looking very similar as well.
02:50We started to bring back the white stuff and we said, hey, what can we do with this white stuff?
02:54Can we make it a quartz-y type of rock?
02:56The castle architecture would be more pristine and regal, so we kind of left that intact.
03:01We brought in the moss to kind of set it off with this like fairytale green and white look to
03:05it,
03:06which I think really works well.
03:07So it took a little bit of experimentation to come up with what they've got,
03:12but I think they nailed it and, you know, in the end, it just works.
03:17I've done both worlds.
03:24I've done both worlds that have one,
03:30Perfect about the walls and the andes.
03:30Grazie.
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