6 Hours in development, and the multiplayer map I made the design for is coming along better than I expected! I guess it wasn't so ambitious after all! Now it's still in development, so I still have to add in the two largest structures on either end of the map, some forms of cover and the actors and pick-ups. Nothing a few more extra hours in university couldn't get done.
Before I discuss the map in detail, have a look at it!
Before I discuss the map in detail, have a look at it!
COMMENTS AND CRITICISM APPRECIATED!
MIDDLEGROUND UDK LEVEL - IN PROGRESS by Christian Whelan |
Now you've had a look at the posh little gif, have a mooch at the full size images and tell me what you think!
MIDDLEGROUND UDK LEVEL - THE MAP (PERSPECTIVE) IN PROGRESS |
MIDDLEGROUND UDK LEVEL - THE PIT IN PROGRESS |
MIDDLEGROUND UDK LEVEL - SMALL BASE IN PROGRESS |
MIDDLEGROUND UDK LEVEL - SMALL BASE (INDOOR) IN PROGRESS |
MIDDLEGROUND UDK LEVEL - SMALL BASE (WALKWAY) IN PROGRESS |
MIDDLEGROUND UDK LEVEL - THE MAP (TOP VIEW) IN PROGRESS |
So its coming along pretty well in my opinion. There's a few things to note and one game-changer that is an on the fly addition.
Firstly, I have to mention the size. Its a lot bigger than originally intended, thankfully, the verticality and focal points in the map should mean there's no place lacking in action.
Secondly, I'd like the mention the small bases. The original design prompted an inaccessible roof . This just didn't make sense to me, so I decided to add in a walkway giving access to the roof - this also adds another level of verticality whilst also giving the first walkway a logical point of entry - the roof. Another addition to the small bases is the hole in the roof. Why do this? Well, my tutor mentioned that there should (in most cases) always be 2 or more entrances and exits in a multiplayer map room. Taking this into account, although camping is practically impossible in Unreal Tournament, the extra entrance forces the player to keep moving, bringing the action to the middle of the map. I like this idea, and I think it gives the map depth and variety. This leads onto the final point.
Finally, the middle (or what I like to call 'the pit'), has transformed into quite a surprise. It was originally supposed to be a central fountain surrounded by cover (boring). But there was a problem, each corner base had direct view of each other, giving no real reason to traverse the map when the Shock Rifle's accuracy and range is concerned. The spires obstruct the view on the most part, forcing player to explore and fight. It also just looks amazing... However, the small bases are still in view, and I like this. Why? It allows player to have fun sniping, but in doing so they are exposed on their left and right, balancing out the risk and reward (preventing those sniper spammers!).
Now, so far I've used 12 brushes, and I still have to make the two large structures and the highest walkway. But I hope to have a large platform at the top of the spire that has an aircraft. This of course, will be a hard to reach place (and hidden, as a nice game-changing surprise), so a portal will have to be somewhere in sight, but challenging to reach.
So, tomorrow I'm going to get myself into University, finish this level, add the fun toys and make it look pretty. I've got high hopes so far!
NEXT POST: UDK LEVEL: IN PROGRESS (TEXTURED)