Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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Creating Game Maps for Unreal Tournament
Monday, February 4, 2008 at 8:42 AM
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Greetings 
I've been a bit quiet and missing in action over the last few months. In addition to some new Web projects I've been working on, I've also been having a GREAT time playing with Unreal Tournament 3 and the new version of the Unreal Game Engine.
The info below may not make sense unless you are familiar with the game. If that's the case - scroll down the the screenshots - and check out the video 
This is my first UT3 map, but will be the 4th map I've released, with the first 3 created for UT2004.
This map is not yet released, but it should be done soon. A Bit Crusher - let me know if you want to try a beta version 
Map Name: VCTF - Crater Mining Camp
Description: One of the earlier mining camps taken over by the Necris, this location features a well etched terrain crater, two camps, an underground processing area, and a few Necris vehicles left over from the occupation.
Custom Content: music - Liquid Space
About: It's a fairly large and open map with several paths for attacks and returning with the flag. The terrain provides 5 channels/paths between each base, and the underground rooms provide 2 additional paths. In all cases, you can cross over at the center point of the map, allowing you to navigate around oncoming enemies.
All of the outside areas feature low gravity (which is a blast with the hoverboard), and all of the indoor areas have normal/Earth gravity. The map also features a high ledge on each side of the terrain for those who like to be the sniper!
All 3 vehicles are set along the middle/equator of the map and are not locked to a team. This can lead to unbalanced gameplay, but it also adds a certain element to the map, requiring you to pay attention to the vehicles and get them before the other side does.
SCREENSHOTS new as of 2/26/08







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BTW - i have a feeling that a lot of the artists around here would enjoy game design and most definitely have the capacity to learn how to do it. While you may think you aren't attracted to games, you should still give it a try. I was not a game player at all until I found Unreal. While I do play the game, I play with 'gore' off (no blood and guts), and I tend to spend more time in the editor creating than playing the game. When you buy UT3... they give you the general tools you need to create not only your own map but also your own games (you just can't sell what you make). Game design brings several art forms and technologies together into one experience - in a way, it's the ultimate canvas for your ideas. Give it a try
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Monday, February 4, 2008 at 10:32 AM
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>> A Bit Crusher - let me know if you want to try a beta version
Yep!
And...I would also like to know how to add my own music...I did a bit of surfing, but I couldn't get the right information.
In the previous editor you had to add it to 'myLevel', but 'myLevel' is gone and 'myPackage' is not a substitute for it (?)
Also, at this point it's pretty hard to get lots of info about the soundpossibilities, but I guess I'll have to be patient...
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Monday, February 4, 2008 at 12:28 PM
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I just wrote a tutorial for you which explains how to import your music and sounds, and how to set it up 
http://www.sonicwallpaper.com/unreal/ut3/CustomMapMusic.htm
let me know if you have any questions of if something doesn't sound right in the tutorial.
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Tuesday, February 5, 2008 at 10:46 AM
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Thanks, Gideon....will soon try some things.....
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reconsiderate
Joined: 09/29/07
Location: Madison, WI
Posts: 76
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RE: Creating Game Maps for Unreal Tournament
Saturday, February 9, 2008 at 9:44 AM
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Damn. Looks cool.
Got a soft spot for those 1-person "shoot 'em up" games.
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Saturday, February 9, 2008 at 10:20 AM
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thanks
I'm getting close to a final release. I've changed the textures on most of the walls, added more objects and detail to the structures, smoothed out the terrain, added ambient sounds near all the machinery, placed reverb volumes around the underground areas, worked on the lighting, and optimizing the bot paths.
ABC - I'll upload a new version very soon.
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Saturday, February 9, 2008 at 1:15 PM
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>>>ABC - I'll upload a new version very soon.
Great!
I played the level a few times, and although it's still in beta, it works great....I would like to see more detail, but I guess I'll just have to wait for the next beta.
O...and there's one more thing...when the bots go the opponent's flag in a vehicle, when they're at the base, they won't get out of the Scavenger, DarkWalker or whatever vehicle they're using. I don't know if this is fixed easily...(?), but it would be better if they did...
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Thursday, February 14, 2008 at 11:33 AM
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A Bit Crusher wrote:when the bots go the opponent's flag in a vehicle, when they're at the base, they won't get out of the Scavenger, DarkWalker or whatever vehicle they're using.
I removed the option which disabled the path nodes around the flag for vehicles. I was trying to keep the bots from piling the vehicles up near the flag. It's working a bit better - but it does seem that they need some motivation to get out. I'll open up one of the official maps to see if there's anything done in Kismet to manage this. I'm sure it's possible.
I'm close to a final release
BETA 2
* changed the textures on most of the walls * added more objects and detail to the structures * smoothed out the terrain * added ambient sounds near most of the machinery * added a triggered 'psffft' sound when you walk though the orange force fields * placed reverb volumes around the underground areas * worked on the lighting * optimizing the bot paths * new 'bunk beds' in the lower rooms * a bit more bloom * added some floor vents w/ pipes in lower rooms * added some more health pickups
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Saturday, February 16, 2008 at 11:51 AM
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>>>ABC - I'll msg you once I have the new ZIP online
Great! I'm ready for betatesting....
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Saturday, February 16, 2008 at 3:16 PM
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I uploaded it to UP - you can download it here:
http://www.unrealplayground.com/forums/downloads.php?do=file&id=6791&act=down
it's now - beta 2.3 - and has a different file name, so delete the prev one.
not sure if I'll get into writing the kismet to force the bots out - possibly this is an AI issue Epic will fix.
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Monday, February 18, 2008 at 10:03 AM
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Will DL soon and give a response.....
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Wednesday, February 20, 2008 at 11:07 AM
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Hi Gideon, played the map a few times...there is a little 'bug'....there are (at least) 2 grates (is this the right word for it?) on the floor in both bases...I think they're a bit too high, or the collision is too big, see the example: you can't walk over them, you have to jump which is annoying...
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Wednesday, February 20, 2008 at 1:41 PM
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>>there is a little 'bug'....there are (at least) 2 grates (is this the right word for it?) on the floor in both bases...I think they're a bit too high, or the collision is too big, see the example: you can't walk over them, you have to jump which is annoying...
I did scale them down a bit, but yes, it's just enough that the characters can't just walk. I'll see if scaling down a bit more can make them more flush to the surface. They're just eyecandy, so they can be removed if it doesn't work out.
what about the lighting? still too dark? too light now?
thank you for playing - i've had many downloads and no feedback yet. Greatly appreciated 
did you have fun? isn't it a blast catching huge airs on the hoverboard I think the hoverboard has become my favorite addition to the game. I'm sketching out a new map that will resemble a ski resort so the hoverboard can be used like a snowboard.
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Thursday, February 21, 2008 at 10:48 AM
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>>>I'll see if scaling down a bit more can make them more flush to the surface.
I think 32 units is the max for players to walk over BSP or a mesh....
The lighting is OK right now, although this may look different on other monitors & monitorsettings, off course.
The most important thing: yes, the map is fun to play! I would like to see more detail, but this is very personal, I love the architecture of the original levels, sometimes I do a 'Killbots' and just walk around for a while...
I do realize that building a level with the same quality of the originals, is really, really tough....
Anyway, keep up the good work!
BTW, I'll try to finish DM-Goop! soon, but I'm also working on several musical projects...(yes, Subtronik, will upload the remix soon!)
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Monday, February 25, 2008 at 11:24 AM
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So there is a beta 4...? according to the photos on the site....
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Sonic Wallpaper
Joined: 05/22/01
Location: San Diego, CA
Posts: 1266
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RE: Creating Game Maps for Unreal Tournament
Monday, February 25, 2008 at 2:20 PM
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i need to play test it a bit more - i did a LOT of work adjusting the lights - i cut the skylight and added directional lights with some colors which helped bring some life to the terrain. Once i cut the skylight, the lighting underground was all off - so after many minor tweaks... it's almost ready.
I added 2 Mantas - but so far the bots haven't been too interested since they are off to the far sides of the map. Not sure if I'll leave them in - they're too powerful - just fly low and Roadkill everyone.
more detail added - some trim - moved those vents to the walls - added steam/smoke from several pipes and equipment.
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Tuesday, February 26, 2008 at 8:30 AM
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OK, I'll be patient....
BTW, IMHO the level doesn't need any mantas.....
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Tuesday, February 26, 2008 at 10:42 AM
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BTW BTW...
DM-Goop! is finished, there's a new version (no beta) which a friend and me are testing, this should be the final level, if there are no errors in it...if you want me to, I can send you a downloadlink...
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A Bit Crusher
Joined: 01/26/02
Location: Tilburg
Posts: 1794
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RE: Creating Game Maps for Unreal Tournament
Monday, March 3, 2008 at 10:45 AM
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Uploading the final version right now.....
EDIT>>>>>
http://www.unrealplayground.com/forums/downloads.php?do=file&id=6828
ENJOY!
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