I spent about 2 and a half weeks of the Easter break working on my Dissertation. I made quite a lot of progress but forgot to blog about it in a timely fashion.
Major Changes
- Added place-holder materials to give me a better idea of what the final map will look like.
This was a very time consuming task, but vital to getting a better idea of what the finished map would look like. The Clocktower structure itself uses a concrete material for the flooring and beaten sheet metal for walls. The platforms in the Gear Room are made of a mesh metal so players can see through them. The Sci-fi rooftop area uses materials that contrast strongly with the interior of the Clocktower. Mainly a white-ish metal was used for flooring and walls.
- Removed all "Global Lights" and replaced them with smaller lights.
A "Global Light" was a point light with a radius that covered an entire room. This lighting was lazy and only served to light areas while creating the map. Now smaller lights placed strategically around the map light the area while leaving smaller sections in slight shadow.
- Heavily edited bottom floor of Clocktower structure.
The bottom floor of the Clocktower was originally one of the weakest parts of the map, both visually and from a gameplay perspective. This area has been given a cohesive visual theme: a sewer type area, with several waterfalls and sewer pipes.
This is the left bridge on the bottom floor of the Clocktower. The sewer pipe on this side leads to a Medium Health pick-up.
This is the right bridge on the bottom floor of the Clocktower. The sewer pipe on this side leads to the Sci-fi Jump-Pad room. This jump pad leads to the Sci-fi roof area.
A small mesh platform has been added below the two bridges, to fully
sell the sewer idea. The platform contains a Medium Health power-up and
two sets of two Jump-Pads which propel the player back to the Clocktower
floor.
Screenshots
The following screenshots show different areas of the map with place-holder textures.
This secondary conveyor belt was created to ferry the player towards the shield belt.
The lights around the edge of the lift shaft were added so players can see the edges and hopefully not fall in quite so much.
This central conveyor belt was added to give players a direct route from the Jump Boots to the Bio Rifle weapon.




















