Saturday, September 11, 2010

UT3 Mod




This is uploaded for my dear bf yang jakun pc cannot read .doc or .pdfs :P

The rest of you may skip it, or if you are curious about my assignment, can skip the whole wordy intro to the screenshots below. :)

Or you can read the intro anyway to understand the level better. XD

Also, the level is nowhere near completion, so please don't nitpick about textures that don't match or bad lighting. All will be redone and the empty space is going to be filled up with static meshes (basically preset objects within the Unreal Editor,) but at the moment it's rather empty. (:

The map is made using the Unreal Editor for Unreal Tournament 3. Our assignment is to design a working game mod, complete with story, layout, weapons, bot capabilities etc. I'm working on the final level (out of 3) where the final battle takes place.

It's not as easy as it sounds, but it is a whole lot of fun. Most enjoyable assignment EVERRRR <3 And I get to play it too :P

Without further ado, here we go!

Alienate: Final level design – The transmission building

The transmission building is where Alisha has to battle her way to the transmitter and survive until help arrives. The level is contains three floors – the ground floor where she enters the building (spawn point); the basement where numerous health and armor boosts as well as weapons will be placed; and finally the top level which is made up of walkways parallel to the walls which will lead Alisha to the transmission room and escape.

Ground floor:
The ground floor is a relatively open space, exposed to attacks from above. I will put in more static mesh ‘junk’ later on, probably breakable boxes and some electronic equipment to give the player some cover.

Basement:
The basement is basically 2 hallways laid out as concentric circles surrounding a platform in the middle of the floor. The platform will contain something valuable – a powerful weapon or or a strong armor or health boost. This platform is relatively easy to get to; it is accessible from the ground floor where you can jump through a hole in the floor, or even leaping from the top floor’s catwalks. However, due to the valuable nature of the item the platform will contain, it is designed to be vulnerable and slightly difficult to escape. The platform will be surrounded by a damage volume (visually depicted as acid or lava – yet to be placed) and is vulnerable through horizontal silts in the walls. To escape, one must leap over the damage volume through one of three very narrow corridors.
More junk will be added throughout the hallways later on. Lighting is dim to allow the player to hide and surprise incoming enemies due to poor visibility.

Top floor:
The top floor gives near perfect vision of the ground floor. However, it is also vulnerable to attacks as it is very open, with barely anything to hide behind. This is to make it challenging for the player to reach the transmitter room. Stretching across the level is a vent, which grants the player some cover, as well as contain a shortcut into the transmission. However, this vent is dangerous as one would be exposed to attacks from both end of the vent should multiple enemies appear at the same time.

Screenshot 1: View from top floor.

Screenshot 2: Looking up from the ground floor.

Screenshot 3: Light shining down into the platform in the basement.

Screenshot 4: Ramp leading into the basement.

Screenshot 5: Looking through the two concentric hallways to the platform in the center of the basement.

Screenshot 6: The platform in the basement. The weapon pickup factory is just a placeholder – to be replaced with more practical items later.

Screenshot 7: The outer circle of the basement. The outer wall is lined with pillars to give limited shelter and blind spots.

Screenshot 8: The jump pad linking the three floors. There are two separate physics volume – one for each floor. The player – with proper control – can exit at the floor desired. Each physics volume is located between each floor. The player can exit at the first floor if needed, or the player can choose to go to the top floor. There is a gap between the volumes, to allow time to exit at ground floor – if left too long, the player is caught up in the second physics volume and is sent to the top floor.

Screenshot 9: The ladder leading up to the vent

Screenshot 10: The vent. To the right is the turn off that leads into the transmission room. You have to crouch to get in.

Screenshot 11: The exit of the vent in the transmission room

Screenshot 12: The vent’s exit in the transmission room. I will place boxes that allow the player to climb up to it. Also, a grille will be placed over the vent that can be broken the first time the player accesses it.

Screenshot 13: A lift will be placed here to link the ground and first floors. The lift should be programmed to always return to the ground floor after use.

Screenshot 14: Looking out from the basement platform into the hallways.

Screenshot 15: Standing view from the basement’s inner hallway to the platform.

Screenshot 16: Crouching view from the basement’s inner hallway to the platform. Enemies will be visible. Skilled rifle players or snipers can shoot enemies from here.

Screenshot 17: Sniper’s view from the basement’s inner hallway to the platform.

Screenshot 18: Regular view from the top floor’s catwalk to the basement.

Screenshot 19: Sniper’s view from the top floor’s catwalk to the basement.


Constructive criticism from all parties welcome, especially from fps players :) Questions also welcome!

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