Tuesday, April 22, 2008

OUTPOST

Over the last week I’ve been doodling out map / level layouts and designs. I’ve decided to use Flash to show some of my plans in a presentable form…

The main theme behind this level is an old militia / military out post. This out post is out in the sticks, no other form of settlement or life is located anywhere near by. This out post isn’t very well funded or looked after, the buildings are old and this location has visibly come under attacked in the past and has changed hands a good number of times. Bullet holes can be seen in the structures, crumbling brick walls and buildings, smashed windows, crater holes in the ground from past explosions… etc

This location is surrounded by grass and foliage. The main road into and out of the outpost is tarmac, some regularly used dirt tracks can be seen also...

1. This building is actually 2 towers that are connected by a walk way in the middle. The tower on the left is higher than the one on the right. This building is main HQ of the outpost, offices

2. This building is the sleeping / living quarters. They have long been abandoned and left to ruin.

3. This area is the main entrance to the complex; a stationary gun has been set up here looking down towards the HQ. There are also some sandbags and crates here.

4. This building use to be the mess hall and kitchens for the outpost, yet again due to neglect this building and its contents have long been left to rot.

5. This building is where vehicles use to be maintained, it also use to be host the armoury.

6. This building is a small structure housing several prison cells.

7. Guard tower, this structure is a small hut raised up on stilts, only accessible via a ladder. This gives a good vantage point over much of the map.

As you can see this particular design is still in the very early stages.

I’ve talked more about the aesthetics rather than focusing on the exact details of every location on the map. I try to focus on visual feel more to begin with because I feel it gives me a greater sense of how the map / level will look. Details can always be refined later...

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