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  3. Level Design

DM-Worm (UT3) (updated beta 2)

  • Nurb
  • September 13, 2008 at 12:31 AM
  • Nurb
    • September 13, 2008 at 12:31 AM
    • #1

    = General info ================================================================

    Level: DM-Worm

    Version: Beta 1

    Description: A deathmatch level set in the lair of a giant worm-monster-thing.

    Playercount: 2 to 8 players

    Author: Claes "Nurb" Engdal

    Website: [email protected]

    = Changelog ===================================================================

    Beta 2:

    * Added ambient sounds

    * Added music

    * Added pollen/dustmote particles

    * Increased atmosphere with both higher heightfog density and a fog particle system

    * Removed helmet

    * Added 50-armor where the shock rifle was

    * Moved shock rifle to a different place in the same room

    * Removed a root in the shield-room that obstructed gameplay

    * Added some new detail to the shock rifle room

    * Somewhat altered post processing for increased contrast in order to compensate for the "washed-outness" caused by the new fog

    * Made hanging goo somewhat green-ish instead of somewhat red-ish to better fit the color-scheme of the room it was used in

    * Slightly altered the grass-material, giving it a bit more contrast

    = Known bugs (Fixed before final) =============================================

    * Weird UV stretching on some faces of the cave mesh.

    = Install =====================================================================

    - Unzip content into %my documents%\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

    - Create the path if it doesn't exist

    = Notes =======================================================================

    Almost all textures and static meshes are custom made by me. Almost all of the visible geometry is static mesh based.

    Few brushes where hurt during the making of this map.

    Please mail me if you have any bugreports or suggestions.

    DOWNLOAD

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm1.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm2.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm3.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm4.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm5.jpg]

  • aevirex
    • September 13, 2008 at 10:31 AM
    • #2

    Looks very nice except for screenshot #3. Perhaps put some of the mechanical stuff in there as well.

  • FrieChamp
    • September 13, 2008 at 11:20 AM
    • #3

    That looks mighty cool, I dig the organic style!

  • The Horse Strangler
    • September 13, 2008 at 12:08 PM
    • #4

    Looks pretty sweet, agree with the 3rd screen though, seems a tad empty.

  • Freak
    • September 13, 2008 at 8:56 PM
    • #5

    i think the 3rd screenshot looks ok exept the edge of the higher healthvial part in the back

  • m8nkey
    • September 14, 2008 at 4:04 AM
    • #6

    Looks promising. I tried to check it out today but after installing it to the CustomMaps directory it doesn't appear in my maps list ingame?

    I haven't had problems with any other custom UT3 maps. Also, the other custom maps I've downloaded used /Maps instead of /CustomMaps as suggested in your readme.txt. Does it matter?

  • Nurb
    • September 14, 2008 at 9:22 AM
    • #7
    Quote from m8nkey

    Looks promising. I tried to check it out today but after installing it to the CustomMaps directory it doesn't appear in my maps list ingame?I haven't had problems with any other custom UT3 maps. Also, the other custom maps I've downloaded used /Maps instead of /CustomMaps as suggested in your readme.txt. Does it matter?

    Sounds strange. I've never heard of anything but "custommaps", but try to put it in the directory where you have installed your other maps. Also notice you have to put it in your "c:/documents and settings/*user*/my documents/my games" UT3 folder and not your game install folder. Also make sure you didn't put it in the "unpublished" folder instead of the "published" one.

    Thanks for the input all, I'll see about doing some visual changes to the room in screenshot 3.

    For those who test the map, I'm thinking putting the helmet in the shockrifle room to give more incentive to use the lower areas, maybe even make it a 50-armor.

  • Buddy
    • September 14, 2008 at 11:48 AM
    • #8

    That looks very paintery! Awesome work.

  • Zeta
    • September 14, 2008 at 3:03 PM
    • #9

    #1, #2 and #5 look fantastic

  • merkaba
    • September 15, 2008 at 10:20 PM
    • #10

    Great zombie Jesus, what an excellent job. I would be proud as punch to say I made that by myself.

  • Sa74n
    • September 15, 2008 at 11:07 PM
    • #11

    last shot looks great

  • merkaba
    • September 15, 2008 at 11:25 PM
    • #12

    Excuse the technical question, but how do you make the cave model collide with the players? I was studying the mesh in the editor, and the mesh itself has no collision and I can't find any clues in the collision section of the actor's properties. Yes, I am sort of new to Unreal engine editing :]

  • tofu
    • September 16, 2008 at 2:10 AM
    • #13
    Quote from merkaba

    Excuse the technical question, but how do you make the cave model collide with the players? I was studying the mesh in the editor, and the mesh itself has no collision and I can't find any clues in the collision section of the actor's properties. Yes, I am sort of new to Unreal engine editing :]

    If the mesh has no collision model, it will use itself for collision - often ludicrously expensive on detailed models. You can disable/enable this collision in the properties but by default it's always on.

  • Nurb
    • September 16, 2008 at 6:17 AM
    • #14

    Yes, what tofu said. Hourences has a good guide on how to make cave meshes on his site. And yes, it gets quite expensive so don't use more polys than you have to.

    Thanks all, I'll post a second version soon.

  • merkaba
    • September 16, 2008 at 9:06 AM
    • #15

    Yes, I decided to have a go at some cave design last night, using Hourences method. It's all fine and dandy, but I find myself falling through the floor of my mesh. Maybe I missed something obvious, and I'll have another go tonight.

  • dux
    • September 16, 2008 at 9:42 AM
    • #16

    I lessthanthree the light in this map.

  • tofu
    • September 16, 2008 at 12:50 PM
    • #17
    Quote from merkaba

    Yes, I decided to have a go at some cave design last night, using Hourences method. It's all fine and dandy, but I find myself falling through the floor of my mesh. Maybe I missed something obvious, and I'll have another go tonight.

    Check the properties of the mesh inside the generic browser - there should be an option there under collision to use the mesh itself. I don't have any UE3 engine installed at the moment so can't verify, but memory tells me it's there However, I would consider creating your own collision mesh for it. Bullets/physics still react of the exact mesh but the player will be restricted by your collision model.

  • merkaba
    • September 16, 2008 at 9:42 PM
    • #18

    Aha, thanks for the tip tofu; you're right, the answer is in the model's package setting. It's not quite what you suggested, and the solution is not entirely clear but what you do is uncheck UseSimpleBoxCollision, UseSimpleLineCollision, and UseSimpleRigidBodyCollision.

  • Minos
    • September 16, 2008 at 10:40 PM
    • #19

    Looks great, I really like the custom content. I also dig the lighting, it's very comfortable, in opposition to the stock maps that have way too much contrast in my opinion.

    Will give it a try asap!

  • Nurb
    • September 21, 2008 at 12:38 PM
    • #20

    Made some changes, see first post for details and screens.

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