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Showing posts with label UDK Level. Show all posts
Showing posts with label UDK Level. Show all posts

Tuesday, 16 April 2013

UDK LEVEL: FINAL ADDITIONS

           The only assignment I did not get a first grade on this year was the UDK Level and it was for two reasons - one, I did not have any sounds or triggers and two, my level didn't make use of packages (UPK's). I must admit, the level I created was buggy, but I was proud of it considering it was my first ever attempt at using UDK.

    Even so, I couldn't bare finishing university without getting an entire years streak of first grades (you just can't put a price on that). So, in an attempt to achieve this goal, I went into university outside of hours and added what needed adding in. It was hard, I'll be honest, figuring out UPK's with very little assistance had me dumbfound for a little while, but eventually, I did it! I added in preset sounds and tweaked the triggers etc and added in a custom sound that required the creation and exporting of a UPK for future use on other computers.

I'm fully aware that further use of UPK's will take place next year, as the course begins to focus more on level design and the use of UDK, so this challenge I have been posed with has been beneficial. Hopefully, after these additions, I should get a first for the UDK Level!

Here's to hoping I get a first on my group GDD document!

GDD: SYNERGY: GAME DESIGN DOCUMENT AND PRESENTATION

Thursday, 14 February 2013

UDK LEVEL (FIXING AND ADDITIONS)

          Play testing session taken into account, I went back to fix, develop and refine my in progress UDK map. With the time limit being as constricting as it was, I didn't have the freedom to really take the map where I wanted it to go and make those dramatic improvements I wish I could of made (the scale of the large bases). However, regardless of these constraints, I still managed to fix some of the issues and make some additions, Take a look at the screenshots below and I'll discuss them later on in this hopefully small post.

UDK LEVEL - ADDITIONS
by Christian Whelan

The GIF is in the order of the additions I made to the map, so I'll start with the first image.

Considering the time constraint and therefore my inability to make any drastic modifications to the scale of the map, I had to find another way to make running around the map less of a chore every time the player dies. So, in order to do this, I added in jump pads in two places - the bridge and the small bases. Two on the bridge and one on each small base. The two on the bridge take the player to their corresponding large base, which in turn, creates a second entrance and exit in some sense, as the player can also jump to the bridge using the same method. The jump pads on each small base take the player to the base on their left-hand side. I believe these additions dramatically improve the map and pace of combat whilst still allowing players to roam near the 'Pit' if they so wish to.

The next Addition was the teleporting points - two within either large base. These teleporting points replace the bugged large jump pads that caused confusion for those in the sniper tower. Now, there is a teleporting point in each base's first floor that leads to their own tower and back. Again, this is a major improvement considering this was the reoccurring complaint in play-testing.

Another criticism was that player never fell to their death when they supposed to. A simple fix for this, was to add a kill box - I did this and thankfully it works.

Finally, and in theory most importantly, I added some coloured lighting in order to distinguish between sides of the map. Personally, I believe the map was too confusing and therefore lackluster in the visuals. Considering this map is designed to be a Deathmatch, Team Deathmatch and Capture the Flag map, it only made sense to make these colours blue and red (in classic Unreal Tournament fashion). Not only this, but these colours are contrasting and complimenting, allowing players to easily distinguish where they are, and in the team based modes, what team they are on.

       So in all. I believe these addition make the map what it should have been, even if the map itself is not what it could have been. Even so, I think I did a good enough job with the time, knowledgeable and experience I had. However, there where a few things I could (and on the most part, tried and failed) to add in to take the map even further - sounds, lighting types and materials. In terms of further improvement or considerations, I thin I could of thought about weapon, ammo, and vehicle placement a little but more, but I guess time constraints just got in the way.

Maybe on the next map!

NEXT POST: CHARACTER AND LEVEL DESIGN (THE CONCEPT)

UDK LEVEL: PLAYTESTING

      I finally got to play-test my UDK Level with real life players! I hosted my server and 11 players joined. The results were great, but as expected, I found some issues brought up by friend mid-play, hilarious ones at that.  Some were game breakers that could be exploited, and some where spoil inconsistencies in the map.

PLAYERS COULDN'T GET DOWN FROM THE SNIPER TOWERS - The jump pads are too confusing, so in order to make things sniping a little easier and less taxing. I shall learn how to implement teleporters in UDK and place two for each tower - one for the tower room and one for the second floor of the large structures.

TEXTURES MISSING AROUND THE MAP - Mid-play, many players told me a texture was missing. I've written them down and will simply fix them. In fact, I may even change up the textures altogether to make the map a little prettier.

PLAYERS FOUND THE MAP CONFUSING - A concern I shared throughout the development process. Its perfectly symmetrical, therefore it's incredibly hard to know which side is which. Especially considering there is absolutely nothing to distinguish both from one another. Either I will add some coloured lighting into the mix (which will also facilitate other game modes) or I'll modify the structures. 

INVISIBLE FLOATING PATHWAYS - At one side of the bridge, an invisible path leads upward towards one of the large structures  Although funny, it meant one of the players could exploit it - they could shoot through it but none of the other player could, putting them at a disadvantage.

BOUNCE PAD LOOKS UGLY - The large bounce pad that caused confusion for the sniper towers are so large they have bugged out. Because of this, it looks ugly. Fortunately, I am replacing them in favour for the teleporting points.

INVISIBLE WALLS - My tutor (also play testing my level) found that the second floor of the large structures has an invisible wall, meaning players couldn't and can't get down from the room unless they use the stairs. I have no idea why this is, probably another resultant of constant extrusion from one brush or interconnecting verts. I'll have to investigate this.

PLAYER NOT DYING FROM LARGE FALLS - The main pit in the middle of the map was supposed to be the balance for risk and reward when it came to the vehicle and UDamage. Players are supposed to fall and die if they miscalculate the jump. The problem was and is, that players didn't die. They fell to the bottom and fell into the infinity space. An easy solution, will be to add a death zone to ensure automatic death.

     Overall, I think the play-testing went really well. Players enjoyed it and my level was given its fair share of compliments. However, it clearly has issues and although I am happy with it, I know it's far from perfect. The next step is to fix and polish these issues. Hopefully, with some success.

NEXT POST: UDK LEVEL (FIXING AND ADDITIONS)

UDK LEVEL: IN PROGRESS (TEXTURED)

      What was supposed to take me 3 hours, took me 8 hours. 8 solid hours of university work out of class to get the last two buildings constructed, add in the actors and paths and apply the textures. I lost my work twice and had to start again, and in doing so, ran into many game breaking bugs that prompted drastic design changes to the map. The result? Something I'm happy with, but not elated about. Take a look at the textured map (still in progress) below.

COMMENTS AND CRITICISMS APPRECIATED!

UDK LEVEL - TEXTURED (IN PROGRESS)
by Christian Whelan
UDK LEVEL - THE ARENA
by Christian Whelan
UDK LEVEL - THE BRIDGE
by Christian Whelan
UDK LEVEL - THE PIT
by Christian Whelan
UDK LEVEL - THE SMALL BASE
by Christian Whelan
UDK LEVEL - THE SMALL BASE (INDOORS)
by Christian Whelan
UDK LEVEL - THE SNIPER TOWER
by Christian Whelan
UDK LEVEL - THE MAP (TOP-DOWN)
by Christian Whelan
UDK LEVEL (SIDE-VIEW)
by Christian Whelan

    The first thing to mention is the two buildings (or one, if you consider they are duplicates). To be honest  I don't like them, they add verticality and variety, but the size ratio between the player and the rooms is to drastic - it looks cheep. 

    Secondly there was the planned second bridge. Now, this was in construction, but due to it being an extrusion of the already complex building, there arose some clipping and collision detection issues, so I had to delete it. Deleting the glitch ridden bridge only caused more problems though. Visually the bridge was no longer there, physically, it was - any object paced near it would disappear. I still don't know why this was, but I just welded vertexes together to hide the giant glitch hole. In it's place? A jump pad.

    So now, the map was seemingly complete, I added in the items and vehicles. The idea, was to have the action drawn to the middle. So, the most powerful vehicles and UDamage is placed in the middle, and the lesser vehicles, power-ups and weapon are around the four buildings. Less useful, but still beneficial power-ups where hidden and the ammo was spread out evenly around the map, especially around the middle where it's always close to a player - this keeps the action going.

    Finally I made some improvements and textured. The improvement was the third floor (connected by jump pads) facilitated by taller building to provide sniper points and variety. I liked the idea, considering the maps size was an issue, I might as well embrace it. Finally I textured it, which to be honest, I'm not happy with. Along with the lighting, the map just looks bare, boring and confusing.

Now that I've added everything and the bots work fine, I need it play test it to see how it really player with real players. Only then, will I know if there are any glitches and if it even plays like I want it to.

NEXT POST: UDK LEVEL: PLAYTESTING

Wednesday, 30 January 2013

UDK LEVEL: IN PROGRESS

     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!

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
MIDDLEGROUND UDK LEVEL - THE MAP (SIDE 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)

UDK LEVEL: INITIAL DESIGN

        So I've been spending my days playing Unreal Tournament and Call of Duty Black Ops 2, gathering notes and making designs for my next assignment - to design and develops a level using the UDK. I've come up with one final design that's suitable for two, maybe three modes - Deathmatch, Team Deathmatch and Capture the Flag (not looked at CTF yet). These maps are below (as GIFS).

COMMENTS AND CRITICISM APPRECIATED!

UDK LEVEL DESIGN
by Christian Whelan
UDK LEVEL DESIGN - TEAM DEATHMATCH VARIANT
by Christian Whelan
UDK LEVEL DESIGN - DEATHMATCH VARIANT
by Christian Whelan
      
      I've tried to go for a balanced map here, considering I'm no expert on level design, it seemed the suitable option. The problem isn't my lack of experience though, its whether or not I can develop this level in less than 20 brushes. Maybe I'm a bit ambitious, but I said that when I was designing an Old West Cart for 3D Modelling. 

     One thing that did slip my mind in my other designs, is that the only weapons usable in UDK (as far as I know) is the Shock Rifle, the Link Gun and the Rocket Launcher. This dramatically influences the Level Design, it needs to cater for the weapons and the game play styles emergent from them.

     Anyhow, its a small to medium sized map with some open spaces and verticality. My hope is to have a well-rounded map that is just plain fun. When it comes to the actors, I'm really hoping to influence the player(s), whilst ensuring that each path has its pros and cons. It may turn out that I have to make a few adjustments here and there (it probably will), but I don't mind, I'm enjoying this assignment so far.

NEXT POST: UDK LEVEL: IN PROGRESS

UDK LEVEL DEMONSTRATION

         So, I've come to terms with how to make 3ds Max work for me, I've even had some success when it comes to modelling and texturing, but recently I've been introduction to UDK - the Unreal Development Toolkit. This thing is amazing (and free!). It took a while to get used to considering the additive and subtractive brushes and that fiddly brush builder! But after my first lecture and workshop, I feel I already know the basics and more to design  and develop a successfully level.

The problem is, I'd show you the demonstration in its entirety, but my flash pen decided it was a good idea to not save the most recent version. All I've got left, is two walls and a floor... I know, pretty amazing level design - its balanced and stuff...

FIRST UDK LEVEL ATTEMPT
Perspective View

FIRST UDK LEVEL ATTEMPT
Top Down View

      It 'did' have more lighting actors, player start actors, weapons and pick-ups. It even had a bit of creative geometry. To be honest (not vein), I was quiet proud of it for a first attempt. Ah well. It might not seem like it from this disaster of a level, but now I know the basics. I've been given the task of developing an entire multilayer level in less than 20 brushes! I'll give it my best shot. Hopefully, it will run on my ancient 1kb RAM computer.

NEXT POST: SDK LEVEL: INITIAL DESIGN