Sunday, May 16, 2010

WoLD Challenge Update & Sneak Peek...

The WoLD Gameplay & Flow Challenge is heading into it's last week.  I've been sitting on my entry for a week, now, getting some feedback, etc.  Monday I'll be starting to do the final changes & fixes for the Friday deadline.  I'm not going to go crazy with it, though, as I think it's achieved what it was meant to do.  It doesn't have all the bells and whistles that a campaign should, but it's not ever going to be that, so why do that much more on it, is my feeling. I'm happy with the way it has worked out in any case.  I think the level design, within the parameters of the challenge, is actually pretty good...

So, here's a sneak peek at a couple of screens from a new campaign.  Seems we'll be a team of three for this one, at this point.  I'm really excited about working with a great modeller.  So nice to not be limited to Valve's props...  More news about the make-up of the team at a later date.

Check out the screens:



Not sure when we'll be officially announcing, so there won't be an official WiP thread for now.  I might drop some screens on here occasionally, though...

Cheers!

Monday, May 10, 2010

Playable Map For WoLD Gameplay Challenge...

OK, here it is...  First version publicly available to test.  Download it here!  Contest is over on the 21st of May, so I'll be making changes for sure.  Love to hear any feedback, opinions, etc!  Latest screen shots and such on the most recent page of my WIP thread over at World of Level Design.  Cheers!

Friday, May 7, 2010

New Shots From The WoLD Gampeplay Challenge!

Hey!  Thought it was time to put some screens up here, as well.  Pardon the quality...  Since the Passing, I haven't been able to run my graphics above medium or the game crashes to desktop.  Ugh.  Anyway, Here are the screens!

Interior of the last room before the safe room.  Safe room entrance is at the left of this shot.


 One of the outside sections.  Few more props now, starting to look like a map!  :)


Looking through one of the arches into the final area.  The wooden barricades on the left will be blown up in the event...


Event sequence:  1. Player presses button on C4 Remote Detonator.  2. Wooden barricade is destroyed, opening way to the safe room.  Onslaught begins.  3. A second later, the charge at the top if the fire escape goes off as well, blowing open the blocked door.  Survivors can now make their way to the safe room.


Some overhead shots.  Again, sorry about the quality, it's really kind of embarrassing...  Valve may force me to get a new computer sooner than I'd wanted to.  Ugh, again.


Overhead again...


And again!  :D

That's it for now.  Here's a link to the latest page of my WiP Thread over at World of Level Design.

Cheers!