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Mesh List:

Skeletal Meshes
Doug the Dog
This mesh will take the form of a Great Dane. The dog will have a tail but will have
clipped ears, and will have a mottled brown-black coat.

Earth Golem

Fire Golem

Air Golem
For descriptions of the Golem meshes, please see their respective descriptions in the Enemies
section of the Characters portion of this document.

Nexus Level
All structures done in BSP brushes

Earth Level
5 rock walls
These walls will be designed to fit together evenly on each end of the meshes. They
are vaguely tunnel-shaped, leading to a sloped ceiling.

3 rock and dirt ground


As the walls, these will be designed to fit together on each end of the meshes. Note
that the edges of the ground that touch the rock walls slope very slightly upwards at the edges to
give a further impression of “tunnels.”

Large root-column
This mesh stands at the very center of the level, extending from the ground up into the
ceiling. It will have a root structure similar to that of a Banyan tree.

3 mushroom clusters
These meshes provide (along with the crystals following this) a majority of the lighting
in the level and will have various emissive channels. They are of three different types of mushrooms
that will be used: Jelly, Oyster, and a basic Bolette. Based on each of these types of mushrooms, they
will be placed in different parts of the level (Jelly and Bolette will be located on the ground, while
Oyster will be placed on walls).

3 crystal clusters
These meshes provide all subsequent illumination in the level. They will be of primarily
green, purple, red, yellow, and blue coloring (see the Earth level color palette for examples) and will
be in 3 different configurations.

3 vine meshes
These meshes will act as wall decoration and will faintly glow (have a very low
emissive channel) a light green. They will be spidery-thin and will sit flush with the wall-meshes.

2 root meshes
These meshes will act as ground decoration and will not glow. They will be bulky and of
a similar style to the root-column described above.

3 debris meshes
As this level is to appear to be underground, the debris meshes created will be almost
entirely out of rocks. Three unique meshes will be created and will be capable of being placed from
multiple angles, allowing for a different appearance based on placement.

Pool of water
This pool, made of a basic mesh in addition to UDK water effects, will be the site for the
Water Trap (see Weapons section for more information).

Crack-in wall
This mesh will sit flush with other wall meshes and will be located with the Pool of
water mesh mentioned above. This will be the site for the Water Trap (see Weapons section for more
information).

Fire Level
5 lava walls
These walls will be designed to fit together evenly on each end of the meshes. They
are vaguely tunnel-shaped, though less so than the Earth level’s wall meshes. The meshes will have a
lava-appearance, though will be slightly cooled to appear similar to the following picture:

They will have an emissive channel that will provide the primary illumination in the level

5 rock/lava floors
These floors will be the black-grey of dried lava, giving the player a “cool” surface to
walk on. They will be designed to fit together evenly on each end of the mesh.

Ceiling
This mesh will be a less-intense version of the wall-mesh, appearing hot though with a
lessened emissive channel.

2 Lava waterfalls
These meshes are placed over preexisting wall meshes. They are relatively self-
explanatory and are to have different heights and intensities.
Collapse-ceiling
This mesh is located on the ceiling. It will consist of a deep, dark crack that will be
located in a corridor juncture.

Boiler
This mesh is that of an aged, damaged boiler. It will consist of a variety of pipes as well
as a central tank and legs to hold up the structure. See concept sketches from Fire level for further
design.

3 pipes
These meshes will be located throughout the central portion of the Fire level, each with
a different shape to allow for diverse placement. One will be wide and thick, another thin and long,
and a third of average length and width.

Water Level
Water tunnel
These meshes will be covered with the UDK water effect, giving the appearance of a
complete tunnel of water. They will appear similar to the concept sketch seen in the Water level
section of the World Layout.

Water floor
This mesh will be covered with the UDK water effect, giving the appearance of a flat
surface of water able to be walked upon by the player.

3 Ice walls
These meshes will be the peripheral walls of the ice portion of the level, and will be
designed to fit together evenly on each end of the meshes. It will be cloudy but slightly transparent,
giving an appearance similar to a glacier.

3 Ice cliffs
These meshes will be placed intermittently throughout the ice portion of the level, and
will be designed as gigantic cliff-appearing structures. They will be semi-transparent and sharp-
looking.

2 Debris/ice
These meshes will be placed intermittently throughout the level to give the landscape
of the ice portion variety and depth.

Air Level
Column
This mesh will be the primary structural decoration throughout the level, modeled in
the Ionic style of Greek columns. It will be very tall and approximately 110 units in diameter (very
wide).

2 Debris (marble fragments)


These meshes will be dispersed throughout the level to give the area a worn, ancient
appearance.
3 Column ruins
These meshes will be used around the level to give the area a worn, ancient
appearance. One model will be of the column’s top (the decorative portion). Another will be of a
central portion of the column. A third will be of the base-portion of the column. They will be closely be
surrounded by Debris meshes in context.

2 Floating islands
These meshes will be very simple. They will consist of primarily flat, irregularly shaped
meshes that will then be covered with UDK’s fog effects. They will be used in the central portion of
the level.

Items Meshes
For all complete weapons meshes concepts, see Weapons section of document.

Exploding Crystal Crossbow


Wood Piece #1
A long, thin piece of wood.

Wood Piece #2
A short, curved piece of wood.

Short Rope
A short, thin, coiled piece of rope.

Exploding Crystal
See Crystals description in Earth Level section above.

Water Trap
Curved Boulder
A big rock with a curved indentation in it perfect for a rope to grip onto.

Long Rope
A long, thick, coiled piece of rope.

Exploding Crystal
See Crystals description in Earth Level section above.

Ceiling Collapse Trap


Fuse
A long, thick coil of fiber.

Sulfur
A vial found near an industrial section of the level.

Charcoal
A small pile of dark-colored rocks.
Water Gun
Large Pipe
A thin-ish, long pipe.

Thin Rod
A long, thin rod.

O-Ring
A circular, rubber ring found near the industrial section of the level.

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