8th July 2010

Post

Dig Site Entrance

FINALLY!  I am incredibly proud of this area, and it’s taken me a good chunk of time and a lot of moments of inspiration to get moving and figure out how to tackle such a complex room.  I REALLY hope you guys like it, there’s a lot going on so I want to take a bit of time to explain more about this area and then…get to the barrage of 30 PICTURES.  Yeah, 30.  I know, some of them may not be necessary to have, but I wanted to be thorough as the room is big and for those who enjoy my work I wanted you to see it from all angles possible.

This area is a neutral tech point and is the farthest away from both spawns.  It has 2 major entrances and 2 secondary entrances near each other coming from different directions.  It’s an expansive area, but very LOS driven, so it’s not very “open”.  There are tons of hiding locations or places to duck behind.

I spent a great deal of time trying to figure out landmarks in this area, and one of the first pieces I added to this area was the mine cart dumping rocks into the tram storage container.  It’s a very centralized focus in this area, and really leaves the player knowing exactly where they are.  It’s also laden with mine cart tracks, carts themselves, and really interesting small level over level pieces that add ambush routes as well as height focuses.

Some of the ceiling and rock structure (which I spent a godawful long time on, this is definitely not an easy thing to make look gorgeous, props Barlow) are great skulk hiding spots, as well as an interesting top shelf grating hiding area they can perch on.

This location also has a res node very near the tech point for protection sake.  It also has a heavy focus on a very distinguishable blue hue that I’m really falling in love with, but realize I need to leave it at the door when I move on to other areas to differentiate lighting to landmark areas.  Please, your feedback is appreciated.  Huge milestone for me!  Without further a due, the pics: