[Minor Spoilers] Level Design

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[Minor Spoilers] Level Design

Postby razorxc » Oct 05, 2013 6:56 pm

Hey all,
here is the sketch of the level design in eurogamer presentation

I probably made errors in size, but the largest is like this

Image Image

i will try the second
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Re: [Minor Spoilers] Level Design

Postby Rikitatsu » Oct 05, 2013 7:08 pm

That's pretty detailed, excellent work!

Can you do one for the cottage in the second part of the demo? Because that was the less liner parts with a bunch of rooms, should be interesting to look at!
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Re: [Minor Spoilers] Level Design

Postby Rikitatsu » Oct 07, 2013 11:21 pm

Here is some random levels from Tango Gamework's office:

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These seem more open than the prologue.
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Re: [Minor Spoilers] Level Design

Postby razorxc » Oct 08, 2013 7:43 am

here, but im sur at only 70%

Image Image Image

but i think we havent the full level,
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Re: [Minor Spoilers] Level Design

Postby Rikitatsu » Oct 08, 2013 12:13 pm

^ Nice!
razorxc wrote:but i think we havent the full level,

Goes without saying.
At one scene when you get close to the window, you can see how large this level is:

Image
(Cranked up the brightness a bit, otherwise it would be too dark)

There seem to be some big stairs that lead to other cottages/buildings. It looks like an open level.
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Re: [Minor Spoilers] Level Design

Postby razorxc » Oct 08, 2013 1:28 pm

for me its this one who tell me that the level is full
at left we see a road, middle , yes we see stair, and right corner we see light, i dont think they coded a light if we dont go :p

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Re: [Minor Spoilers] Level Design

Postby ghostcall » Oct 08, 2013 1:46 pm

the whole asylum map is just beginning of the game it is expected to have linear map(not that i don't mind linear maps).

look at RE2/3 and skyrim.
''Don't change the product to meet what the market is, stick to what It's meant to be in your own vision, and people who share that vision will eventually come'' -Brian Hong.
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