Рет қаралды 30
My very first map design project.
A little about my thought process for this project:
Constraints for the project were simply to make a level using the Unreal Tournament level editor, using only the files included with UT editor and unreal engine. I opted to make a smaller map, as I felt I could better show off my design strengths in a scenario with 4-8 players rather than 6-12. I wanted to emphasize the faster movement of the game compared to other shooters, while also not heavily rewarding players that have mastered skills such as the wall rides and wall jumps. I wanted to give players a fair amount of space to roam around, but never be too far from cover or another route to take.
A second story and multiple ways to traverse between the levels was added to better capitalize on the mobility players have. Being able to use verticality in more combat interactions can lead to more interesting firefights, especially when the variety of weapons differs based on the location of the fight and refresh timers for the weapons. The redeemer, berserk, and large health kit are all placed far enough out of reach that a well-healed and explosive-equipped player could reach both, but not without the threat of being shot down.
The higher frequency of armor but lower frequency of health pickups makes battles take a bit more skill and time but also discourages simply running to the nearest health pickup before shooting back. Small health kits are abundant to reward being mobile in smaller amounts.
Timestamps:
Level fly-over 0:00
In-level tour & demonstration 2:14
Short 8 player vs. AI game 6:45