Isolation - Design Notes
Initially, with my version of DM-17, I wanted to create something visually stunning. I knew I had to utilize proper BSP and Static Mesh placement/choice. I also strove to create a unique architectural style. By combining the Turkish Domes, Gothic arches and gargoyles, and the Roman aqueducts, my UT3 map achieves all I originally planned.
With every new editor, technical challenges always prevent smooth production. However, I mastered and overcame all challenges.
Technical Challenge: Visuals
Prior to making this map, I had constructed a level made up of Ice. It was a fun level, but the BSP stood out and did not look polished nor met the standards of professional quality. So, I figured the best way to beat this was to use primarily static mesh trims, stairs, columns, arches, and simple primitive static mesh shapes. Shown below is the second floor. The BSP "rock" texture seen on the floor would look outdated (think Quake). But with the addition of trim, aqueducts, and rising columns, this level looks as real as a UT3 map. The water in my level really helped add a sophisticated touch, contrary to simple boxes or clunky low poly asteroids.
With every new editor, technical challenges always prevent smooth production. However, I mastered and overcame all challenges.
Technical Challenge: Visuals
Prior to making this map, I had constructed a level made up of Ice. It was a fun level, but the BSP stood out and did not look polished nor met the standards of professional quality. So, I figured the best way to beat this was to use primarily static mesh trims, stairs, columns, arches, and simple primitive static mesh shapes. Shown below is the second floor. The BSP "rock" texture seen on the floor would look outdated (think Quake). But with the addition of trim, aqueducts, and rising columns, this level looks as real as a UT3 map. The water in my level really helped add a sophisticated touch, contrary to simple boxes or clunky low poly asteroids.
Technical Challenge: Gate Matinee
Before DM-17, my Kismet experience was slim and scripting is not the focus of this level. I wanted to postpone my Kismet lessons for another time and focus on visuals. As mentioned above, it was my initial challenge. In order to get to scripting I had to become comfortable with visuals.
This specific challenge came simply with one type of Kismet node: Matinee. I was having this problem where the gate would open once, but not go back down. I had the event on "interpactor x take damage" set to do it more than once, however, my problem came on a "reverse" matinee. In order for the reversed event to continue in the sequence, the connections on the second "rewind" of the gate had to go through "Aborted." Here's the Kismet sequence to give a visual:
Before DM-17, my Kismet experience was slim and scripting is not the focus of this level. I wanted to postpone my Kismet lessons for another time and focus on visuals. As mentioned above, it was my initial challenge. In order to get to scripting I had to become comfortable with visuals.
This specific challenge came simply with one type of Kismet node: Matinee. I was having this problem where the gate would open once, but not go back down. I had the event on "interpactor x take damage" set to do it more than once, however, my problem came on a "reverse" matinee. In order for the reversed event to continue in the sequence, the connections on the second "rewind" of the gate had to go through "Aborted." Here's the Kismet sequence to give a visual:
Technical Challenge: Fall Off
By fall off, I mean players fell off platforms and hated dying in the water for it. They wanted back in the action! So in order to fix this, I added the rocky area below the level. It holds no weapon upgrades, but is useful for staying away from the higher trafficked areas. I also added jump pads in many locations, and even added a teleporter below the sniper perch to continue the accessibility of the match.
By fall off, I mean players fell off platforms and hated dying in the water for it. They wanted back in the action! So in order to fix this, I added the rocky area below the level. It holds no weapon upgrades, but is useful for staying away from the higher trafficked areas. I also added jump pads in many locations, and even added a teleporter below the sniper perch to continue the accessibility of the match.