Thursday, August 15, 2013
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.
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.
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