Jump to content
The Dark Mod Forums

How to make sewers look interesting


Sir Taffsalot

Recommended Posts

I've just finished making a fairly large sewer network for my map. At the moment they just resemble a bunch of interconnecting tunnels with water, some pipes and some lights. Most of the areas look very similar. I don't want the player trying to get from A to B by running around in a maze hoping to find B randomly. Was wondering if anyone has any tips on how to make it look interesting so certain parts look different from others. This is my first attempt at level designing so I don't have any previous experience.

 

Thank you

 

 

 

 

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

Customise each tunnel section to look different:


  •  
  • Vary the lengths by a distinctive amount, eg, 50% or 100% longer.
  • Vary the lighting intensity and position. Have some sections hardly lit - perhaps by a light at either end but dark in the middle. Other sections brightly lit etc. The occasional broken light, perhaps just off or maybe sparking and flickering slowly.
  • Add custom items: a big inlet pipe covered by a grid, vertical and horizontal pipes, valves, dummy doors, perhaps a simple control/maintenance/store room.
  • Gate off some sections. The player can lockpick or just open some of these. Some of these gates and sections can be dummy. That is, a static gate with a section of tunnel beyond that turns left or right with just caulk at the end.
  • Do a dry section or two if possible.
  • Add some broken section - wall caved in and rubble.
  • Vary the stonework.
  • Vary the mould, dirt, grime type.
  • Add steam/vapour here and there.
  • All the above and more make every area different to give the player clues as to where he is.
  • Also consider a map. This can be extremely simple or it can be a complex blueprint.
  • Always include a compass in situations like this.

 

[edit] yeah - what Shadowhide said - sounds! I completely forgot. Drip, drip, drip, clank...

Link to comment
Share on other sites

There could be height differences and even totally flooded sections too. There ain't many FM's with the need for the player to use breath potions... Maybe the player needs to find first the smuggler's breath potions stash or risk drowning in the murky dark waters...

 

Also do not use only 90 degree turns, varying the turn angles can give nice variety.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Play Half-Life 2 (if you haven't already) to get a good idea of how to make sewers look interesting. They are not just pipes, but also galleries and walkways with guard rails, alcoves and subsidiary passages, slopes, little staircases, shallow sections with uneven partially-flooded terrain, and so on.

 

I tried to Google for some screenshots, but couldn't find any particularly good ones. Here are some shots from a Mod which shows the sort of thing I mean, though:

 

http://www.totalgamingnetwork.com/showthread.php?168302-3-Brand-New-Screenshots-From-The-Grayshot-Mod

 

EDIT: Another one (photo this time): http://3.bp.blogspot.com/_evsx5sAIVrc/TKtOa2ma-ZI/AAAAAAAAAjg/xbFLuYPqLXs/s1600/sewer.jpg

 

Example from some random RPG game: http://thegamereviews.com/userfiles/image/Top%2010/rpg/sewer.jpg -- note the dry walkways around the water area, the little bridge, the smaller pipe on the wall etc.

Link to comment
Share on other sites

Rats.

 

Now that rats are less likely to drown, toss in some rats here and there. If you have water that's more than 4 units deep, put some monsterclip in it to keep the rats out. We haven't taught them how to swim yet, and they will fall off ledges if given the chance.

 

AI

 

We loves to sneaksie past and pickpocket wandering AI. Make sure your network is NOT devoid of AI. Guards on tunnel duty, homeless beggars, a priest who has no business being there (what's HE doing? I'd better follow him).

 

-----

 

This thread is timely, since I've also been working on a tunnel network. I've already incorporated a lot of the upthread suggestions, and will rethink a few sections to use others.

Link to comment
Share on other sites

Don't forget spiders and webs.

 

Spiders in the sewers is probably the #2 Thief mission design trope right after "world-weary protagonist goes taffing because the rent is due". :laugh:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Spiders in the sewers is probably the #2 Thief mission design trope right after "world-weary protagonist goes taffing because the rent is due". :laugh:

 

Which is odd, because in real life that's probably one of the last places you will find a spider (although there are exceptions). Not many flies to catch, and they don't like water. But these are huge fantasy-horror spiders, maybe they eat rats?

Link to comment
Share on other sites

sewers = poo = flies eat poo = spiders eat flies = rats eat spiders and poo = maggots eat dead rats, maggots become flies, which then get eaten by spiders. spiders also eat moths that like the dark which sewers usually are.

Edited by stumpy
Link to comment
Share on other sites

Good suggestions! Just throwing some more ideas around:

 

Try to make things look damp, with high and concentrated specular and some dirt textures. Fog might work too.

 

In general, try to use a simple palette of colors to make things more interesting to look. This goes for everything, not only sewers. I think this is penumbra's (or some other iteration of the series) sewer:

promo_sewers.jpg

Brown and green seems to send the message (this is just an example of color, the rest isn't very interesting.. too bright for our tastes! :P )

Link to comment
Share on other sites

Criminals could have hide outs in the sewers.

"stuff" being flushed out of a pipe just as the player walks under it.

Loot; a purse that has been dropped in the sewer, some one ate a gold ring and now it has ended up here.

 

Edit: Vegetation; mushrooms, vines, tree roots, etc.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...