War-Actanius

 

Summary:

This map was a project for a level design class. The project was to make an Unreal Tournament 3 Warfare map. My map is set in a space station and features a number of scripted events, including the lights in the ship turning on as players capture nodes and advance forward, and doors that open as nodes are captured creating alternate level paths and making the map more dynamic.

 

Quick Notes:

  • Unreal Tournament 3 Warfare map
  • Map is designed as a ship that is dilapidated and is being salvage by player teams
  • Designed as a large and dynamic map and a sort of capstone of my level development work up to that point
  • The paths in the level and the lighting change as the players capture nodes and advance in the level

Download Link:

 

Personal Growth:

This was one of the larger maps that I made in my classes. It gave me the opportunity to try to use several interesting ideas that I had wanted to experiment with before but didn’t have the chance to. For example, this map features a large central chamber with two floors and a balcony for each team to try and create a more dynamic central battle field with multiple vertical levels. It also has progressively smaller rooms leading to the team’s main core. The idea was that a small room is easier to hold and get to for the defending team so the rooms would be progressively easier to defend and hopefully most of the action would take place in the more dynamic and varied central room because of it. I also got the opportunity to use telporters to move players more easily between floors and to add vents as side secret side paths. Smaller maps required much simpler design where side passages were not possible. There are glass walls in one section where the defending team can visually see players moving through side hallways to invade their base. This gives the defending team an early heads up about enemies in there harder to see and reach side rooms. I felt this worked really well and my play-testers noted that it worked well, as well.

The setting also let me do some interesting scripting work to create the various doors and lights that came on over time, and made the map more interesting. Most rooms start out dark and as they are captured they are lit up in the appropriate team’s color, creating a more concrete sense of progression and control as the battle progresses. Initially only a single path though the level is open, a series of rooms leading to the large central room. When this room is captured, two large side rooms with pickups are opened as well a hallways that lead on side paths to the power cores. This lets the player orient themselves to the main playing fields of the level before opening side passages that might help them change the tide of a deadlocked battle.