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Everything posted by Allifeur
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From the album: Azjol'Nerub (Old Unfinished Work)
This one needs a LOT of rework, it is not even close to what I want : A mining galery for crystals that nerubians send to the lower part of the citadel, in order to get them enchanted. It will only look good with a rework on mountains and work on lighting. Until then.. It will be ugly.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
A giant spider blocked into a giant cave, she became the mother of many lesser spiders, bringing her food on a daily basis.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
Nerubians use webs for several reasons : traveling, protection, traps...© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
The platforms have spider legs, that's pretty cool in my opinion.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
A nerubian tomb, protected from the scourge, to never be brought back to life again.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
There are some small caverns that are designed to look like exterior life, but underground.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
Nerubian Snack Bar. You always need those.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
I tried to texture webs on the ground itself. I don't know if it's the render I expected, but it's something, at least.© Shadow Storm
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From the album: Azjol'Nerub (Old Unfinished Work)
The golden door, from where you go to the surface, or enter the sundered Monolith© Shadow Storm
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From the album: Dalkannes isles
Some work on waterfalls. Waterfalls are very important in level design, because players remember them better. Everything around this mountain is a WIP. -
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From the album: Dalkannes isles
I just love this machine. Really. Nothing else. It's just way too cool. -
From the album: Dalkannes isles
Casripos houses, in the mountains. I now use small reskinned rocks models from Legion, they fit very well with the genereral mountain style. -
From the album: Dalkannes isles
Grounds effects are very important for a render. -
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From the album: Dalkannes isles
Port Turalyon, the purpose was to make it feel like a nice human colony. The place is bigger than a normal WoW city, a design choice that is made to help roleplay. You can go on towers, on walls, inside every house, etc... Plus, it gives the area more flexibility for eventual reusability. I didn't wanted the city to feel Stormwinish, as it is the begining area for humans where they get to choose their kingdom. That's why there are both a Kul Tiras Ship and a Stormwind Vassal, and even more diversity can be seen with the NPCs inhabiting the place. The big harbour WMO was used in Mist of Pandaria (5.1.), and was the base of all the work on the city. You can see some unusual small towers : These are dwarven tower reskinned. People rarely even notice, which is the mark of a good work. It fits the general style of no-roof, and they even have stairs. They help giving a unique architecture to the whole town by themself, which I really like. Another thing I wanted was to have the inn placed in such a way the balcony would give a view on the port. The result was working so well we decided to make it the starting spot for humans. -
From the album: Dalkannes isles
Mixing traditional and industrial woodcutting, very close to the area where the humans spawn. It gives them an idea of what is going on in the world. -
From the album: Dalkannes isles
I really wanted to give the impression that the world was getting tamed and destroyed like in real world. Usually humans in WoW use a traditional woodcutting system, but I wanted them to start using goblin technology much more, starting the industrial revolution. This area is very huge, very different than the rest. It doesn't bear much content, but it has a strong visual appeal that must help the player know where the server is going. -
From the album: Dalkannes isles
Making civilized areas in a jungle force you thinking "How much do they sculpt their environment".. With mountains, as a level designer you're obviously more restricted on this subject. Mountain passages are a very pratical design, you can easily concentrate details and give events for the players. (Easier to do since you know they're more likely to take this way) -
From the album: Dalkannes isles
Nothing special here, I just like the way human civilization is contrasted with the troll ruins above the mountains. -
From the album: Dalkannes isles
Going for the sea theme, it was very important to work the scenery of some islands. I wanted the island in the background to shape like a hourglass... More generaly, I want the give visibility to the mountain style that helps giving the place a general identity that will make you think : "Dalkannes isles", and not "random rocky island with a tree on it". These isles make the player think "Waow, this place is Huge", and hide some little secrets to reward curiosity. I love making these.