We will put out some tasty updates quickly, however FIRST it’s #Blocktober! We needed to not solely submit photographs, but additionally present how our maps have progressed and advanced.
Xen A – The Badlands
For the primary map of Xen, we needed to seize the desolate feeling of the unique HL1 map, whereas placing our personal spin on it. In the unique, the desolation of the outer islands gave approach to extra life as you accessed the inside of the extent, which was a theme we expanded on throughout a number of maps. Our model of the badlands is rocky, with patches of water and arid vegetation, however no soil for true, vibrant Xenian life to develop. This is the primary of the a number of biomes that gamers will progress via within the Xen chapter.
First Blockout – Houndeye Arch Island
This was the primary model of the Houndeye Arch Island, following our unique and detailed plans for Xen’s first map. This was constructed instantly off the paper plan. This first model was extraordinarily primary in scale and elegance, and though it captured the core concepts, we’d not really perceive among the underlying flaws in its development till we progressed additional down the artwork pipeline.
First Blockout and Art Experimentation
We started to experiment with textures and artstyle, utilizing the early model of this island as a base. We initially went for one thing coloured equally to the unique Xen, besides using a darkish base rock to deliver in regards to the really feel of a desolate wasteland. We took a extra reasonable strategy to the skybox, utilizing brightly coloured nebulae to remind the participant of the unique Xen really feel, however tried to maintain it extra grounded in actuality. The environmental gentle supply was a large black gap within the sky, which we finally deemed too distracting.
Here you’ll be able to see the artwork persevering with to evolve as we sculpted the island a bit extra and began using some new props and textures. The arch prop was superb, however we felt prefer it didn’t match the best way the island had been constructed. And this result in…
Second Blockout
It was at this level we recognized among the basic points with the best way the map had been constructed. It was not hitting the proper notes for scale or for participant steering. One of our mappers did a major rework of the whole map, rebuilding each island from scratch, aiming for a much better sense of grand scale. For the screenshot, give attention to how the encompassing panorama frames the arch in a greater manner:
Second Blockout and Art Experimentation
It was with this second revision that we continued to construct the map’s artwork type. The “green” Xenian really feel from the unique was moved to a later map, to characterize a extra lush Xenian biome.
We went with giving the Badlands a purple really feel. The screenshot reveals how we modified to extra of a galaxy cloud type skybox, closely impressed by Homeworld. We made progress on the lighting and the “feeling” of the extent. We trimmed the island down, and made the arch really feel like a gateway to the remainder of the map, to information the participant and body the subsequent part.
“Final” Art Pass
Lastly, there may be the extra accomplished stage, which we’ve got proven off beforehand. We utterly rebooted the skybox, primarily based the extent lighting off of it, and did a correct rock and small foliage go. We went for lighter base textures for the rock to higher play with the sunshine colours and really feel. Even this shot, which we thought-about remaining artwork for the game, has seen quite a lot of enhancements on the dev aspect since we beforehand revealed it.
Thanks for studying. More to return.