Community Contest 1: Settlement Level

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Contents

Contest Closed

This Contest is now closed, please pick up the bundle from here to see all the great entries! Congratulations to the winners and the runners-up - every entry is extremely impressive and provides a great start to the Catalogue!

Brief

Design a town/village/hamlet level. The contest discussion thread can be found here. Deadline was Monday 13 September.


Requirements

All entries must:

Guidelines

Strong entries will:

Groups and Prizes

Groups

This contest has only one group.

To receive an "entry point", your submission must meet the requirements of the contest, listed at the top of this page

Prizes

Please see Community Contest Prizes

Helpful tutorials

Entries

For information on how to enter, please see the Entry FAQs

For information on Judging, please see the Judging page.

IMPORTANT - consent to share

By entering this competition you consent to share your work for other community members to benefit from.
Where appropriate, source files should be shared. 
The work *MUST* be your own (obviously you may use DA props and selection groups).
Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.
Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. 
As the entries are judged, local copies will be saved If your work is taken down.
If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name.  


Hillside Village by AmstradHero - 1st place

Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.

Hillside1.jpg Hillside4.jpg Hillside6.jpg

Judges Comments

mikemike37

Nice dramatic sky, lighting and wind! Great use of a wide variety of props and ground textures.

Improvements: two routes to the upper village might help reduce the tedium of walking up the path. some smoking chimneystacks might compliment the grey sky/mood, even though its daytime.


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comments:


Adonnay on Hillside Village

+ Fitting dark atmosphere
+ Lots of details like tools, a building site and gardens
- Ruin entrance seems a little misplaced and artificial


Village by the Sea by Talisander - 2nd place


A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.

From the Northern Road The Sea

The Mountain Sunken Ruins

Judges Comments

mikemike37

Really visually arresting, lush colour palette! nice little islands dotted in the distance. Great mediterranean seaside atmosphere.

Improvements: level should be nearer to 0,0,0 in editor: quite hard to find! Really wanted to walk through portcullis to see what else was there! Couple of ships dotted out at sea? Yellower sun? Can walk through statue (it has no collision, use terrain collision or an invisible box).


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comments:


Adonnay on Village by the Sea

+ Awesome panorama with the three windmills and the rolling hills
+ Many details
+ Nice mediterranean atmosphere
+ Very nice castle, I wish I could walk through the gate
- No harbour or pier of any sort seems unlikely for a village at the sea
- the sea feels a bit bland


Sylvhaven by Princecorg - 3rd place

Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.

Sylvhaven01.jpg Sylvhaven02.jpg Sylvhaven03.jpg

Sylvhaven04.jpg Sylvhaven05.jpg Sylvhaven06.jpg

Judges Comments

mikemike37

Love the attention paid to the view out to sea. Nice walkable piers. Some great details with falling leaves, glowing magic fire and animated lights and heaps of carefully placed props.

Improvements: could use some collision to prevent the player WASD-walking off the piers. some pretty unexpected terrain collision on one slope that probably doesnt need to be there


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comments:


Adonnay on Sylvhaven

+ Great viking/norse themed village
+ Nice marketplace with distinct "shops"
+ Good (=rare) use of ruins on the hill, unfortunately not reachable, would make a nice place for some worshippers
- Palisades should not only cover the entrance but the whole hill
- Piers are a little too cluttered, front piers cannot be reached (would make a nice panorama spot)


Settlement of Belgray by Jackkel Dragon

Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.

This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.

Day 1Day 2Night 1Night 2

Judges Comments

mikemike37

Love the day/night variations. Robust little hamlet level with careful attention paid to collision. Lite on resources (good for load time).

Improvements: Could have used higher UVTile on the ground textures. Watchtower looks unlightmapped? Surrounding hills very plateaue-ed and flat. Vista mountain objects? Night sky is extremely blue.


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comments:


Adonnay on Belgray

+ Day/Night variations
+ Good use of houses and terrain
- Seems a little "clean", could use a little more props
- unreachable building in the back of the village


Hakkon's Gift by Lord of Fangs

I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.

All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.

Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable including large pond just outside village), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), frozen cave entrance, thane/village chief's longhouse.

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Judges Comments

mikemike37

Good use of props to give flavour. Love the sloped level and torches and mountain vistas. Ice is a nice touch.

Improvements: would love to see a snowfall weather VFX applied to the whole level. Path could use... something? little stones/posts marking the way/footprints (flat texture prop, like bloodstain props). Ice lakes sould use invisible floor collision to allow pathfinding.


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comments:


Adonnay on Hakkon's Gift

+ Amazing Panorama
+ Great many details and recognizable professsions
+ Really like the cavern entrance, the ice (plus fishermen's tents) and the shaman hut
- Palisades slightly overused
- Could use a little more huts to cover some of the open spaces


Village in the River by Nattfodd

Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.

Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.

CC1 001 21.jpg CC1 001 11.jpg

CC1 001 16.jpg CC1 001 22.jpg


Judges Comments

mikemike37

Really unique idea. Cool little huts and the terrain-houses turned out nice! Nice gloomy sky and dramatic shadows compliment the imposing ancient building, framed nicely as you enter the gates.

Improvements: Large stone bridge to connect level. More ambient light would allow player to see in shadows. Higher UVTile would give greater pixel density to the ground. Larger area and vista objects would prevent the need to wall off the backdrop in such a flat manner. Consider finding something as pillars to break up the uniformity of the wooden town wall surround.


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comments:


Adonnay on Village in the River

+ Great, original idea
+ With the right ambient sound the waterfall will really make an impression
+ Nice temple and impressive palisades
- Many prop popups (lookout tower, temple gargoyles), not sure if this are technical limitations
- Very few props/details
- The level borders seem very artificial (sharp edges, only one treeline that can be seen through), probably engine limitations


The Swamp by Ponozsticka

As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)

Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.

Fences The Fog in the Village

Judges Comments

mikemike37

Nice use of fog and overcast sky. Lillies look great :) nice expansive level. great use of vegetation.

Improvements: a darker ground texture would help the ground look more saturated/peaty. Fewer trees at level edge, placed at depth, rather than making one solid wall? More vegetation in playable area/settlement? Tilted ruins "sinking into swamp"? Where was lightprobe placed - water reflection doesn't seem to match level?


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comments:


Adonnay

+ Great Atmosphere but I understand why you wanted more fog. Discovering the ruins while walking through would have been a great effect.
+ Nice details like the merchant weagon and the separated tents
- Large portions of the map have no vegetation and seem more desert like than a swamp, perhaps a different ground texture would help.


Evermist by TimelordDC

Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.

The village has been designed to offer various areas of interest/story-points:

There are 2 entrance/exit points to Evermist -> one through the forest near the stream and one near the high walls of the manor.

Additional information for builders:

A bird's eye view As seen from the Chantry balcony A view across the central market A tranquil path along the woods

Judges Comments

mikemike37

Really vibrant and well-thought out large village level with many uses. Good use of terrain to help features stand out.

Improvements: could really use some more attention paid to collision (use terrain collision walls - pathfinding logic and WASD-movement off cliffs/up steep slopes, many objects can be walked through). One-way wall in large gatehouse.


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comments:


Adonnay on Evermist

+ Great use of crops, gardens and fences
+ The river and the bridges are a nice touch
+ Slum/alienage for the poor? Certainly realistic
+ Quite large without beeing repetetive
- Some collision issues and see through parts (i.e. the "shrine" on the hill, a hole in the door to the fort)
- Level could use more collision borders to prevent getting to close to the edges since the tree textures are very crude


Ojardsi by Turtlecrunch

Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves. Human stragglers have joined the settlement as well, though they've had to build their houses themselves. And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village. This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship. With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.

Chantry and Surfacer ShaperateThe pub!OverviewYeah, there aren't any creepy old ruins being desecrated by capitalism here...

Judges Comments

mikemike37

Love the grandeur of the ruins. Interesting and distinctive use of terrain. Too bad the layout didn't include all the buildings you prepared in the level :(

Improvements: *really* needs terrain collision to block off the no-collision vistas. Would like to see more tesselation to prevent such sharp low-poly edges on terrain. Greater UVTile should have been used to increase rock pixel density. No minimap generated. Gaps in objects could be blocked off with other props.


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comments:


Adonnay on Ojardsi

+ Dark atmosphere, feels like the end of the world with all those mixed architecture and the reddish ground
- I usually don't go too much into the technical side but the tiling could use some retouching and many of the collisions are missing
- The mixed architecture is a bit overdone in some places and feels a little out of place
- Large unused areas should be avoided

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