Roughbeak
Member
Hello everyone, that CryENGINE map I was promised, is ready to be revealed! That recently created level is “Anctoville, France”, it has been created, brain cudgeled, baked, and tested, for over four months. I really wanted to get finished with it and move on.
Keep in mind, it looks a bit different from that of Battlefield 2 modification: Forgotten Hope 2’s Anctoville. However being the same area of France, there are parts which resemble. If it had WW2 assets it might go into production.
In the entire creation process of the map I used Google Earth survey the land and to get a good sense of what the area looked like. From the South there is a road that dips a mile and takes a turn to the West. In addition to, on the same path, it merges north to the village. Without further ado, I will enjoy sharing the level to you!
The map ingame is on the left, real life is on the right. Considering the fighting will take place more in the middle, parts that are not fighting-ground will be less detailed.

Details
It is crucial in maps to have some good texture painting and decals - using a healthy stash of textures and decals do help your scene. Besides, plus it makes the level more realistic and tasty. In this particular level, I have over 500 decals logically placed all over.
For making realistic levels, you have to pay close attention to detail, from ground up to the sky.
Ground twigs/leaves/rocks are essential where there are trees nearby, good vegetation placement is necessary, and light shafts + bloom just bring the true nature to your map come alive. Particles, wind, and sound (too bad images do not have sound) make the level come to life even more.
Another thing to point out is always generate your terrain texture after every texture painting session (generate it two times) and before saving your level. Otherwise your level will be risking to crash + destroy your level files, and indeed, I did learn the hard way.
Refining
ToD/lighting is essential to create an atmospheric setting. This is so important that it can make or break your scene/level, making it truly crucial. However, this takes tons of work to get right, but it is worth it - experimentation is crucial when it comes to level designing.
Over those four months, one of the things I understood was “Color Grading”. I put it to use in my Anctoville, France by using Flow Graph. Color Grading is a method of blending various colors in your map to make it much more realistic and a convincing scene. Forgotten Hope 2 Developers used a similar feature, which is why the maps felt very appealing to many players.
If you are wondering how to apply this, there is a good tutorial on Youtube.
Photos (they got a little low quality, I do not know why)









Like I said before, if I had WW2 assets, it would look epic










I hope you liked this level of mine, like I said before everything is "WIP". If you liked what you have seen and would like to comment or like, let me know! Thanks for coming to this thread and see you next time.
Keep in mind, it looks a bit different from that of Battlefield 2 modification: Forgotten Hope 2’s Anctoville. However being the same area of France, there are parts which resemble. If it had WW2 assets it might go into production.
In the entire creation process of the map I used Google Earth survey the land and to get a good sense of what the area looked like. From the South there is a road that dips a mile and takes a turn to the West. In addition to, on the same path, it merges north to the village. Without further ado, I will enjoy sharing the level to you!
The map ingame is on the left, real life is on the right. Considering the fighting will take place more in the middle, parts that are not fighting-ground will be less detailed.

Details
It is crucial in maps to have some good texture painting and decals - using a healthy stash of textures and decals do help your scene. Besides, plus it makes the level more realistic and tasty. In this particular level, I have over 500 decals logically placed all over.
For making realistic levels, you have to pay close attention to detail, from ground up to the sky.
Ground twigs/leaves/rocks are essential where there are trees nearby, good vegetation placement is necessary, and light shafts + bloom just bring the true nature to your map come alive. Particles, wind, and sound (too bad images do not have sound) make the level come to life even more.
Another thing to point out is always generate your terrain texture after every texture painting session (generate it two times) and before saving your level. Otherwise your level will be risking to crash + destroy your level files, and indeed, I did learn the hard way.
Refining
ToD/lighting is essential to create an atmospheric setting. This is so important that it can make or break your scene/level, making it truly crucial. However, this takes tons of work to get right, but it is worth it - experimentation is crucial when it comes to level designing.
Over those four months, one of the things I understood was “Color Grading”. I put it to use in my Anctoville, France by using Flow Graph. Color Grading is a method of blending various colors in your map to make it much more realistic and a convincing scene. Forgotten Hope 2 Developers used a similar feature, which is why the maps felt very appealing to many players.
If you are wondering how to apply this, there is a good tutorial on Youtube.
Photos (they got a little low quality, I do not know why)









Like I said before, if I had WW2 assets, it would look epic










I hope you liked this level of mine, like I said before everything is "WIP". If you liked what you have seen and would like to comment or like, let me know! Thanks for coming to this thread and see you next time.
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