20 March 2009

Games - Unreal Level Design (TEST)

I've noticed that a lot of us on the Multimedia course generally don't make a lot of comments on each other blogs, so I thought i'd try and change that by uploading my Unreal Level Design to hopefully get some useful criticisms or questions. Please do the same so that I can play and make comments your levels too. :)

So far my level has three rooms (green, blue and red) but I have only just started work on the third (red) room. Explore it, destroy it, make it laugh and make it cry!

My level can be downloaded from here

Cheers!

Music: Led Zeppelin - In My Time of Dying

5 comments:

Radical Ewok said...

ha, i was just coming onto your blog to comment on how we don't communicate with each other much in this course. it would be alot handyer for the essay if we did.

i'll download your map sometime after the essay is done, i've seen phils already but i'd like to play it too. we should also have a LAN or just an online meet up next term too to play on each others maps. if it's done online we could use the teamspeak channel i'm getting for my society.

Jonimations said...

yeap i know and ironically it was from writing my essay that I realised we don't communicate much - would've definitely been handy.
I think we should meet up more often as a group. whether it's out for drinks or just going over to houses to play levels!

i've just about finished my essay now, how are you getting on with it?

that sounds cool about the online meet up next term.

good luck with all your work over the holiday. I don't have much of a 'holiday' either, lots of work to be done!!

Philip Howlett said...

Yo! I downloaded your map and had a quick blast around. There's a nice mix of tight and open spaces which should make for a blast when you've got some big death matches going down. I like the fact you've used static meshes as well as the brushes to create the layout. Walkways and such in those large rooms help to break up the 'boxy' feel I have in my map at the moment.

Couple of pointers for improvement. One is the lighting. It's really dark at the moment. I know you might be going for a moody look but on my screen it was tough to tell where I was at times. Throw in some more lights. Also, add some more spawn points and bot paths. When I spawned there were 10 players on top of me and it turned in to a blood bath! Pretty funny.

I'll upload mine tonight and let you know when it's there. Cheers.

Philip Howlett said...

Ignore my comment about the spawn points haha. When you launch a map outside of the editor (launching it in the actual game) it puts enemies in there as standard. Just realised I have the same problem with my map.

The links on my blog here http://www.philiphowlett.com/blog2/?p=431

Philip Howlett said...

Cheers for the feedback on my map buddy! I agree that it's confusing, but thats mainly because of the textures I'm using. Right now I only have about 5 custom textures, so when you're running around everything looks samey. You end up feeling like you're running around the same room. Pretty happy with the overall flow of the map however.

I just launched the map file you sent me and it loaded automatically in the Unreal game (rather than editor).

Jump pads are easy. Select the surface you want to place the landing area on. Right click and place a path node. A little apple icon will appear, thats your landing pad. Right click the apple, go to properties. Select the object section, and note down the name of the node (probably PathNode0).

Now go to the actor browser (small chess piece symbol at the top left). In the menu select Navigation Point>>Jump Pad>>UT Jump Pad. Now select the surface you want to launch from, and right click to add a UT JumpPad. Right click the jump pad symbol, go to properties and select the NavigationPoint drop down. In there you'll see 'ForcedPaths' type in your PathNode name here next to [0].


Click the build all button, it should work out a trajectory between the launch pad and landing spot. Hope that's useful.