Thursday, July 11, 2013

Deathmatch Level so far.




I have most of my placements where I like them. I have to start with my kismet I am still toying with the volume I want to move with matinee.

Thursday, June 27, 2013

Updated Top Down Map

After critiques on Tuesday I was tasked with rounding out my layout to make it more like a waste treatment facility and so I got some reference images together and studied them for what seemed like forever but I finally came up with a layout I think I like. I have to still tool with how I want the areas underneath the level to flow but with some more research I'm almost certain I can make something work.

Tuesday, June 25, 2013

Early Level Document


Intro

For my multiplayer level I would like it to be set in a waste management facility. Within the facility I want spawn points and exact opposite sides of the map with a middle area that is booby trapped for people daring enough to venture out into the open for the good weapons. How I want the level booby trapped is I would like the level to flood after something is triggered or even by rival team members perhaps. When it floods the fluids will be toxic to touch and it will rise to one or two floors from the top of the level affording safety to those who get out of the way in time. Also in the center area I would like a couple of floating platforms that would rise up and protect someone who is stuck in the middle at the wrong time with no room to get to safety. On the downside the player will be stuck in the open on a floating platform and thus susceptible to getting shot because they are sitting in the middle of the level elevated. The whole level will probably be more rectangular than a perfect square but I definitely want to reference waste management plants and how they set up there pools of toxins so that when I start building my level I can base it off of reference. Another reason I chose a waste management plant is because the metal environment I am picturing is my head can be nearly done without importing to many static meshes and thus saving me time to work on other aspects of the level creation in general.

 

 

 

 

Back Story

 

            A waste management facility threatens to poison the population by releasing toxins into the water supply. It’s a private owned facility that’s been taking over by some operatives that are up to no good. The facility has been known for it’s revolutionary new techniques and waste management in more recent years and their massive waste containment units contain several hundred thousands of toxic waste to be filtered daily. When the operatives take over the first thing they do is rupture several of the containment units within the facility and the internal structure becomes hazardous.

Points Of Interest

Switch – Triggering the switches located on either side of the map will cause the middle most and lower part of the level flood with a toxic substance that will harm and kill the player in a slight few seconds.

Weapons – Weapons are going to be strategically placed so that they aren’t going to be gotten without having to use some sort of strategy.

Floating Platforms – These platforms located on the lower levels of the map where the waste floods but will rise in the waste so if you are caught in the flood you can jump on the platform but when you do you will be stuck on that platform unless one of your teammate helps you over.

Spawn Points – Players will spawn in opposite corners in their respective sides of the map.

Kismet Notations

Switches – Will respond in kind to the waste rising and the platforms moving. No other real kismet plans as of yet. The waste might also rise best with a matinee event too.

Asset List

Industrial equipment – pumps, pipes, scaffoldings, stairs, railings, bannisters, doors , switches, etc.

Platforms – moveable and immovable.

Design Intention

I want the level to have that fishbowl sort of feel to it where to the effect of the player has to be really aware of where they are in the level and what they are doing because it’s not a huge level and cover is limited. On top of that most of the level becomes a deathtrap so your strategies will and can change on the fly keeping you trying to stay one step ahead of the others.

 

 




Thursday, June 20, 2013

In class work


In class today with Charlie we worked with top down and side views to show the layout of my level. In the top down the little red explosions would be the switch to trigger the sewage to fill up the basin of the level. The light bulbs would be the starting point of the level and the little bulls eye would be where the special weapon would be in the middle of the level.

For my multiplayer level I would like it to be set in a waste management facility. Within the facility I want spawn points and exact opposite sides of the map with a middle area that is booby trapped for people daring enough to venture out into the open for the good weapons. How I want the level booby trapped is I would like the level to flood after something is triggered or even by rival team members perhaps. When it floods the fluids will be toxic to touch and it will rise to one or two floors from the top of the level affording safety to those who get out of the way in time. Also in the center area I would like a couple of floating platforms that would rise up and protect someone who is stuck in the middle at the wrong time with no room to get to safety. On the downside the player will be stuck in the open on a floating platform and thus susceptible to getting shot because they are sitting in the middle of the level elevated. The whole level will probably be more rectangular than a perfect square but I definitely want to reference waste management plants and how they set up there pools of toxins so that when I start building my level I can base it off of reference. Another reason I chose a waste management plant is because the metal environment I am picturing is my head can be nearly done without importing to many static meshes and thus saving me time to work on other aspects of the level creation in general.
 
Inspiration - One of my favorite games is Gears of War 3 and I believe that this particular map would be good for referencing my are out and
 

Thursday, June 13, 2013

Refresher room ( Assignment #1)

It's been nearly a year since I had an official class in UDK and knocking off the dust was definitely an endeavor getting used to the interface again. Once I'd found my groove in UDK I decided to toss out the area I had originally built in class because I felt like I was almost trapped with it because I had done little more than a simple box that was centered in the area so I started over. I went with a darkened path this time. At the end of the path I wanted to have a secret area that would lead to hidden areas under the map.




All the meshes used were stock in UDK with the exception of the tombstones but I wanted to make the area feel well lived in and it to seem like it was just night time and the whole town or area may merely be sleeping. I wanted houses to peep out of the wilderness and used different sized trees and bushes to help demonstrate some depths outside of the fences. The fences near the front and end of the level have obstructions that "prevent" the player from leaving. All in all this was fun to get back into UDK and I look forward to furthering my experience in UDK.