Post your Level Designs

Discuss Torchlight level modding.

Re: Post your Level Designs

Postby Juno » Sat Dec 19, 2009 2:55 am

Up until my finals began two weeks ago, I had been working on an idea similar to yours Geosmores. I'm basically trying to combine the crypt and cave tilesets to create a level theme that fits with the image of an ancient underground tomb.

Spoiler: show
Image
Image
Image
]Image


With this map, my goal is to create a tribute to the chamber of bone from Diablo 1. I always loved the story behind that quest in particular, and my hope is to remake the level it takes place in so that the lore behind it seems all the more epic. Lots of work still needs to be done before the level- let alone the mod- is anywhere near complete, but I'm sure that once I've written my final final exam tomorrow I'll have more than enough time to work on it prior to the start of next semester.
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Re: Post your Level Designs

Postby aholman » Sat Dec 19, 2009 3:34 am

Looks very nice Juno:)
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Re: Post your Level Designs

Postby aholman » Sun Dec 20, 2009 1:55 pm

An exit chunk. I'm actually soon releasing a very early version of my mod, I just need to figure out how this aura thing is working. I want to atleast have the boss working somewhat the way I want it to work before releasing something:) There is alot going on not shown in this picture though
Image
Something triggered
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I already did most of the cleaning up from my mod, also renamed all the things I could think of so they shouldn't ever cause problems with other mods(props levelsets etc are called ex. crypt_gate_ah). To many people shouldn't be calling their stuff _ah :P
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Re: Post your Level Designs

Postby Barnman » Sun Dec 20, 2009 2:38 pm

This is my first "chunk", a North/South mine style that will be release with my 4 level quest mod (someday. . . :roll: )

Iso-metric overview:
Image

Overhead:
Image

Detail shot with lighting on:
Image

Another detail shot with lighting on:
Image

Nothing is scripted yet, and I still need at least one more detailing pass, but I am pretty happy with it so far.
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Re: Post your Level Designs

Postby aholman » Sun Dec 20, 2009 2:54 pm

I just want to say thanks for not using imageshack for your pictures. I've stopped looking at imageshack links. That homepage is just way to annoying.
dumpt.com is so much better.
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Re: Post your Level Designs

Postby Barnman » Sun Dec 20, 2009 3:10 pm

aholman wrote:I just want to say thanks for not using imageshack for your pictures. I've stopped looking at imageshack links. That homepage is just way to annoying.
dumpt.com is so much better.


Thank you! I had no idea dumpt.com existed until I looked at your pics ;)
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Re: Post your Level Designs

Postby liquid » Sun Dec 20, 2009 10:00 pm

How did you guys learn to do all that? Poking around or is there some good and detailed tutorials about what is what? Any of them video? I guess I've missed them if there are any.
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Re: Post your Level Designs

Postby BanalityDUFF » Sun Dec 20, 2009 11:22 pm

Barnman wrote:This is my first "chunk", a North/South mine style that will be release with my 4 level quest mod (someday. . . :roll: )

Iso-metric overview:
Image

Overhead:
Image

Detail shot with lighting on:
Image

Another detail shot with lighting on:
Image

Nothing is scripted yet, and I still need at least one more detailing pass, but I am pretty happy with it so far.


looking good (nice to see another miner out there!)

one small tip is that with the wall that is up against the players vision you should drop it down a bit (you look like you've mostly used 'broken' wall so just throw down a transition broken half or whatever it's called and it cuts the wall down a lot. this does mean you generally can't place footers around the wall but i think it's a decent payoff for visibility. (using the broken half one knocks the wall down 3 which is quite significant, there are smaller blocks down but i usually just go with the big one).

as far as footers though, the free standing ones with a combination of black floor pieces can work in place of wall footers around the wall up against the player.


i'll post up some more pics of my levels later, slowly churning them out. made another entrance, a N and a NSE since i last posted :P


@liquid - i haven't really seen any tuts around (sadly). i just took a bunch of screen shots (in-game and editor) of the Runic levels for the tileset i was working with and always checked the Runic levels for whatever chunk i was starting just to get an idea of what they did and what looked good. saved a lot of time and gives you a tangible level of quality to work toward.
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Re: Post your Level Designs

Postby Omnifas » Mon Dec 21, 2009 6:40 am

liquid wrote:How did you guys learn to do all that? Poking around or is there some good and detailed tutorials about what is what? Any of them video? I guess I've missed them if there are any.


Play Around with the Crypt Tileset(best tileset to start with IMO), thats what I did. The Crypt is basically a broken down castle tileset, so if you have either a large church or castle nearby those would be great examples to base off of or just look at pictures.
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Re: Post your Level Designs

Postby Wayback » Mon Dec 21, 2009 4:17 pm

Took a small break and decided to work on some extra entrances and exits. Here is the first one so far:

Image

Pretty simple, but the background is going for a creepy, lots of dead vibe all around.
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Re: Post your Level Designs

Postby liquid » Mon Dec 21, 2009 7:14 pm

I'll be starting to fool around the editor, is there any way I can screw up the game by doing so? Also, will it be too much to ask if one of you guys who post those great big screenshots to make some tutorials and share the stuff they've learned so the rest of us don't have to reinvent the wheel? It can be quite intimidating starting with a blank screen, no menus left and right and not really knowing what anything is :D
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Re: Post your Level Designs

Postby Omnifas » Mon Dec 21, 2009 7:41 pm

liquid wrote:I'll be starting to fool around the editor, is there any way I can screw up the game by doing so? Also, will it be too much to ask if one of you guys who post those great big screenshots to make some tutorials and share the stuff they've learned so the rest of us don't have to reinvent the wheel? It can be quite intimidating starting with a blank screen, no menus left and right and not really knowing what anything is :D


As long as you don't edit existing maps, new maps don't effect the game until you connect them to the game(which you don't need to know yet). Basically make a map and play it in the editor's game mode( the play button or control right click anywhere on the map).

You really need to know three things starting out:
  • Shift+Arrow Keys is clone
  • Control+Arrows is Rotate/Elevation.
  • Palette Window is your Friend(Open the palette: View(menu)>>Palette), Leave it open.

Palette is pretty straight forward, you are allows to filter a Set and a Piece Type, set being: crypt, cave, mine, Sunken Temple, Lava, etc, Piece Type being: floor, rail, wall, cap, trim, wall, prop, etc. So for starters check crypt and floor. Best piece to use is floor_blank_0#(not sure what the number was), click apply. The Piece will appear on your Workspace, select it by clicking on it, Shift+Arrow Keys Until you get yourself a base platform(4x4 is nice). Walls pretty similar, in your palette uncheck floor and check walls then apply the same thing you did with the floor on the edges of the platform.

Thats most of the basics, the rest you can figure out through experience, but there is a guide for a basic room, found it because I remember he used the word verbose in the thread:

viewtopic.php?f=28&t=9035
Covers most of the basics. Im working on one myself, but I want to put everything on level design into it before making it public(not to mention I have to proofread).

PS: Most tutorials are tagged with a [Tutorial] or [TUT] in the thread name, so you can use the forum search and search for either(use advanced search, check "display by topic").
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Re: Post your Level Designs

Postby Barnman » Mon Dec 21, 2009 8:51 pm

BanalityDUFF wrote:
looking good (nice to see another miner out there!)

one small tip is that with the wall that is up against the players vision you should drop it down a bit (you look like you've mostly used 'broken' wall so just throw down a transition broken half or whatever it's called and it cuts the wall down a lot. this does mean you generally can't place footers around the wall but i think it's a decent payoff for visibility. (using the broken half one knocks the wall down 3 which is quite significant, there are smaller blocks down but i usually just go with the big one).


Thanks for the tip, you were right. Bringing the wall height down in some of the areas has really helped. I got around the wall footer problem by scaling them down slightly to fit.
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Re: Post your Level Designs

Postby liquid » Mon Dec 21, 2009 9:43 pm

Omnifas wrote:
liquid wrote:I'll be starting to fool around the editor, is there any way I can screw up the game by doing so? Also, will it be too much to ask if one of you guys who post those great big screenshots to make some tutorials and share the stuff they've learned so the rest of us don't have to reinvent the wheel? It can be quite intimidating starting with a blank screen, no menus left and right and not really knowing what anything is :D


As long as you don't edit existing maps, new maps don't effect the game until you connect them to the game(which you don't need to know yet). Basically make a map and play it in the editor's game mode( the play button or control right click anywhere on the map).

You really need to know three things starting out:
  • Shift+Arrow Keys is clone
  • Control+Arrows is Rotate/Elevation.
  • Palette Window is your Friend(Open the palette: View(menu)>>Palette), Leave it open.

Palette is pretty straight forward, you are allows to filter a Set and a Piece Type, set being: crypt, cave, mine, Sunken Temple, Lava, etc, Piece Type being: floor, rail, wall, cap, trim, wall, prop, etc. So for starters check crypt and floor. Best piece to use is floor_blank_0#(not sure what the number was), click apply. The Piece will appear on your Workspace, select it by clicking on it, Shift+Arrow Keys Until you get yourself a base platform(4x4 is nice). Walls pretty similar, in your palette uncheck floor and check walls then apply the same thing you did with the floor on the edges of the platform.

Thats most of the basics, the rest you can figure out through experience, but there is a guide for a basic room, found it because I remember he used the word verbose in the thread:

viewtopic.php?f=28&t=9035
Covers most of the basics. Im working on one myself, but I want to put everything on level design into it before making it public(not to mention I have to proofread).

PS: Most tutorials are tagged with a [Tutorial] or [TUT] in the thread name, so you can use the forum search and search for either(use advanced search, check "display by topic").


Thanks a lot for the info. I will fool around today and see what I make of it. I would be glad to check out your tutorial too, if you need an outside source who is less informed on the subject to see if it's written simple enough for the newbs. If not, I'll be reading it when you're 100% done with it :). You probably thought of this but just in case - recording yourself while building the map/level would be nice too, actually seeing stuff is often easier to understand/remember.
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Re: Post your Level Designs

Postby Omnifas » Mon Dec 21, 2009 11:27 pm

there is an old video of Volbard(dev) making a level at 40x Speedup

http://www.youtube.com/watch?v=PXfaNONyu4Y
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Re: Post your Level Designs

Postby Wayback » Tue Dec 22, 2009 5:36 am

Another useful key combo I stumbled on, Ctrl+Shift+ Holding Right Mousebutton is group selection too; just drag the pink box over what you want. It selects via perspective and grabs everything in a given spot's Z axis, but it can be good for moving some things here and there.
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Re: Post your Level Designs

Postby AttackGorilla » Mon Dec 28, 2009 8:50 pm

You all have some pretty awesome level designs....

level design is so time consuming (at least for me).

here is one I am cooking up:
Spoiler: show
Image
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Re: Post your Level Designs

Postby Mungo0 » Fri Jan 01, 2010 10:19 am

Still very much a WIP. That's the result of a few hours' worth of work.

Image
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Re: Post your Level Designs

Postby Deadbol7 » Sun Jan 10, 2010 9:28 am

I've been working on chunks to make the in game dungeons more random, which I expect I'll release when I get up to a dozen or so. In my experience all these mods which add a whizzy fourteen chapter quest with new bosses, loot, armours and ice cream are all very well, but get very little recognition since there will be about a million posted, of which about a hundred will get finished. People don't know what's good and what's dross, download a couple of half assed releases then give up. What works is more of the same - stuff that just makes the existing game a bit better. The best mods are ones which you don't even notice you're running - but notice when you stop.

Of course that's not very exciting, so we won't be seeing much of it. A couple examples of finished crypt chunks are below:

Image Image
Image
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Re: Post your Level Designs

Postby Neuzl » Sun Jan 10, 2010 10:55 am

Have done some work on my level today, would have done more if i have not been working so much
Made a video instead of taking screenshots.

http://www.youtube.com/watch?v=CKj1lZzGXXU
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