Greybox Iteration - gcubsfan08/QuakeMultiplayerLevel GitHub Wiki

Since the first version of my greybox, I changed some things. I responded from the feedback from my playtesting by having a smaller second floor, as the first floor was already a decent size, so I included some more walls in my second floor to close off certain spaces. I also added some more stairs where needed across different rooms. Where the water meets land, I added some terrain elements in between to create more of a realistic affect. For this iteration on my greybox, I have finished adding all of my interactive elements and I am now ready to begin texturing and lighting.

Below are a few specific examples of changes that I made to my greybox with a few screenshots and explanations of them.

Before:

2022-10-18 (1)

After:

2022-10-18 (3)

Aside from the prop elements, I closed the hallway that had connected to the other end, and just made two separate floors. I put in a wall separating those two, and I added a set of stairs to create two entrances for that side of the floor. This creates more involvement for the players, as the second floor was too big to find anyone nearby, and another way of entering would also benefit the verticality of the map.

Before:

2022-10-18

After:

2022-10-18 (5)

One thing that I very much did not like was that these bridges from the original design did not make any sense. From the playtesting, players had even gotten stuck in between the brushes and could not move, so a change had to be made. Instead of trying to figure out an intricate design for this hallway leading up to the room, I just added some pillars instead of the unorthodox bridges, and I included some steps so that the player has a better understanding of where they are at and walking to.

Before:

2022-10-18 (2)

After:

2022-10-18 (4)

Not including the props nor the architectural designs, I wanted this corridor to invoke a feeling of walking through a puddled cave. I created terrain by manipulating the vertices of some brushes in between the ground and the water. With the textures and lighting eventually going to be added, I think this will just add to the theming of the cave setting in my map.

I also added some architectural details, props, and sculptural nuances to try and convey my theme. Pickups, chains, torches, arches, crystals, jagged/crumbling pieces and parts of the cave, rocks, and terrain were added. Here are a few screenshots down below that have some of those added elements.

2022-10-18 (6)

2022-10-18 (7)

2022-10-18 (8)