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Author Topic: [SHOWON] Avant-garde Level Design  (Read 2469 times)

Allifeur

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[SHOWON] Avant-garde Level Design
« on: April 01, 2014, 08:41:12 pm »
Hello modcraft !

 You know, I'm being tired of all these meaningless maps that try to imitate something, and make their players totally dumb by destroying their imagination. Once the player have seen a map, he will always think "The map is like that"... But I don't want that.  The only think I want the player to think surely is "The map is, and at the same time isn't." : The player mustn't have to see a permanent space, he has to see an empty space that needs to be filled by his imagination. We're always doing that : When you turn your head, you can still imagine the things in your back ! ( except if you're a baby of course)
 Here, I want to make a map that exists on the same concept... Using the persistance of objects for objets that actually never existed. Only suggest what is on the map, never tell. This is the most revolutionary gameplay concept ever, with very diversified worlds that can change infinitely only by player's will !

 This map is called : "Delusions of Grandeur"



 I like a lot pyramids you know. This one is a WIP, though I could release it like that actually. I'm not sure, it's too obvious :/



 I don't like the concept of creatures that are only travesties of existence. I want the creatures to be part of the map. If I want a giant, then the giant will rise and say Hi !  [ By the way this is the first hand ever mapped on Noggit. Just saying. This is not easy. ]



 Here is the "Little house in the forest". A great exemple from the minimalistic level design. As I don't like to use creatures, I also dislike to use objects. Those are ornaments from the past that make us distant from the true roots of our maps : The ground.
  You might argue that this house is ugliest than any other house, but wait ! Are you impress when you see a common human house on a map ? No, this the easiest thing to put. Here it took me much more time for that result, which strikes the eye.
 My house is the ground, and both make only one, my map is in true harmony. Also, see the detail of trees with few shadows, simply lines that make a forest.



 Though, when you need to valorize something for a gameplay player, you must work on relief, which is really hard. Here, for instance, a fire made in relief + some smoke.  The most amazing things is that the fire isn't scary at all, but still, it burns your eyes !



 Though I'm sometimes forced to use objects. Like for those candle-mountains I made for my giant cake map. ( a map which is observed by a M2 cake with a telescope. This cake being itself observed by a smaller cake, and so on. Very symbolical). It wasn't possible to put a fire on the candle, so I had to put a true fire.



 Notice the fact that I don't hide the undone parts of the map, this is meta-level design.

 Of course I only started today, but I will always do that now ! I will share all of my previous maps... Those were just child scribble.  :roll:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Krang Stonehoof

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Re: [SHOWON] Avant-garde Level Design
« Reply #1 on: April 01, 2014, 09:43:21 pm »
Haha, laughed so hard, nice april fool :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

axel0099

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Re: [SHOWON] Avant-garde Level Design
« Reply #2 on: April 01, 2014, 10:06:15 pm »
Hahahaha
« Last Edit: January 01, 1970, 01:00:00 am by Admin »