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[WIP Thread] UT CTF-Castle

  • Keso
  • February 27, 2017 at 10:09 PM
  • Keso
    Guest
    • February 27, 2017 at 10:09 PM
    • #1

    Hi everyone!

    TLDR: I'm a multiplayer LD newbie, please look at my stuff and rip me a new one!

    I'm Keso and I'm currently a level design intern at a company in Stockholm, Sweden.

    I've been building maps for games for a few years now, but mostly single player games. I've dabbled in multiplayer LD from time to time, but haven't given it a proper shot, until now!

    So, a few nights ago I booted up the new Unreal Tournament editor since I'm comfortable with the UE4 engine and started grey-boxing. Now I have built the flag room for my CTF map and the first engagement room. I'm thinking I want one big middle room before I mirror what I have now to create the other base. I'll post some screenshots below!

    So, why am I starting this thread? Well, I've never engaged in an online community before, which to me seems like a real miss since I feel like there are a lot of smart people out there who might be able to give me some valuable feedback. So, here I am eagerly awaiting what you guys think of my work. I want to grow and become a better multiplayer level designer. Just drop whatever feedback or words of encouragement you want in the thread, it would mean a lot!

    More screenshots and stuff will be uploaded here as I go along. I have a full-time job building levels outside of this project, so please bare with me if I take an evening or two off to just play some Overwatch ;)


  • Sjonsson
    • February 28, 2017 at 5:47 AM
    • #2

    It's hard to tell from not playing the map but it seems like some measurements are a bit tight. I'd recommend you take a look at the display scene with all measurements and items placed out and cross reference it with your map. It doesn't have to follow all the measurements exactly but if you are differentiating from the standards should to be a consciouss move. I made this cheat sheet a while back last year and I know they added some more in that example scene. I always have one on another screen or closely at hand. Click it then "Full Size" button to get a high resolution.[Blocked Image: http://imgur.com/oFvcTlN.jpg]

  • Keso
    • February 28, 2017 at 7:07 AM
    • #3

    Awesome! Thanks for linking that cheat sheet, I'll make sure to look over it. I've mostly built after what feels good to me and what feels fun to move around in when it comes to doorway sizes, ledge heights, jump distances and so on. So it hasn't been a conscious decision to deviate, I'll try to steer myself back in the right direction! :)

    Also, not sure why this post was posted as guest.

  • FrieChamp
    • February 28, 2017 at 8:30 AM
    • #4

    Welcome! Keeping the metrics on that sheet in mind is definitely a good idea. Can you increase the brightness of the lighting? It is really dark (on my screen?) right now :(

  • Keso
    • February 28, 2017 at 11:17 AM
    • #5
    Quote from FrieChamp

    2 hours ago, FrieChamp said: Welcome! Keeping the metrics on that sheet in mind is definitely a good idea. Can you increase the brightness of the lighting? It is really dark (on my screen?) right now :(

    I can post some new screenshots tonight! I realized its brighter in engine than what's shown in these screens. Cheers for your interest!

  • Sjonsson
    • February 28, 2017 at 4:03 PM
    • #6
    Quote from Keso

    8 hours ago, Keso said: Awesome! Thanks for linking that cheat sheet, I'll make sure to look over it. I've mostly built after what feels good to me and what feels fun to move around in when it comes to doorway sizes, ledge heights, jump distances and so on. So it hasn't been a conscious decision to deviate, I'll try to steer myself back in the right direction! :)

    Also, not sure why this post was posted as guest.

    That's good! Just building with tunnel vision and metrics without feeling the level is not a good idea either, it's somewhere in between! :)

  • MikeGon
    • February 28, 2017 at 6:28 PM
    • #7

    Welcome Keso! :)

    Cool stuff, but what does the whole thing look like? Do you have a layout or a top view image you can show us? Or a gameplay video perhaps?

  • Keso
    • February 28, 2017 at 6:33 PM
    • #8
    Quote from MikeGon

    2 minutes ago, MikeGon said: Welcome Keso! :)

    Cool stuff, but what does the whole thing look like? Do you have a layout or a top view image you can show us? Or a gameplay video perhaps?

    Thanks! Right now the blockout is a work in progress. I plan on finishing it within the coming week and then post a link so people can test it along with a top down layout and some screens. After that I hope to just continue iterating with the help of you guys!

  • Keso
    • February 28, 2017 at 11:21 PM
    • #9

    Hi again everyone!

    I'm going to bed now but I've worked through the evening on the middle room of the map. This is where all routes connect and where players will clash at first. I also added a (sort of) sneaky underground sewer passage with a big health pickup and a rocket launcher pickup. This underground route also connects to the middle room. ON top of that I added some basic lighting.

    A screenshot or two will have to do for now, but hopefully I can get a video of some sort up and running in the morning or in the coming days. All feedback/comments are greatly appreciated!

  • Radu
    • March 1, 2017 at 10:08 AM
    • #10

    I know it's easier to do interiors, but your level could benefit from some outdoor area or vista. It would also be better if you designed the place with a purpose in mind. For instance, castles are comprised of several features, such as a motte, curtain wall, keep, gatehouse, stables etc. Your area doesn't looks like it serves any purpose at the moment. I can make out some sort of hall room and sewers? I know this might seem odd, but take a look at this post on minecraft castles:

  • Keso
    • March 1, 2017 at 10:11 AM
    • #11
    Quote from Radu

    2 minutes ago, Radu said: I know it's easier to do interiors, but your level could benefit from some outdoor area or vista. It would also be better if you designed the place with a purpose in mind. For instance, castles are comprised of several features, such as a motte, curtain wall, keep, gatehouse, stables etc. I know this might seem odd, but take a look at this post on minecraft castles:

    Thanks a bunch, great idea!

  • Keso
    • March 1, 2017 at 9:05 PM
    • #12

    So, here's a quick video of the map in its current state:

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    (For some reason the video turned out really dark, sorry!)

    I'm not very happy with the map at the moment. Its too open I think and not just very good. I think I'll go back to the drawing board on this one. I'd love to hear what you guys think about how I can improve it.

    Cheers!

  • Radu
    • March 1, 2017 at 9:20 PM
    • #13

    Open it up, get some sunlight, design the areas with a tad of logic in mind and just take advantage of that enthusiasm!

    The sewers seem cool, but you should be able to navigate them smoothly, without bumping into geometry or having to crouch around.

    Have fun with it!

  • Keso
    • March 1, 2017 at 9:26 PM
    • #14

    Thanks for the kind words Radu! I'm really excited about this multiplayer stuff. I think I was a bit sloppy with the brushing so I'm gonna go ahead and re-do most of it with proper grid sizes and tiling (so brushes don't freak out which they tend to do when they are too big apparently)

  • Keso
    • March 2, 2017 at 9:02 PM
    • #15

    So, here's the current progress on the new blockout. I moved the entire thing to be an outdoor map with a bit more logic. So, now the flag is in a bell tower, outside there's a sort of town square and then there's a court house and a storage room and so on. More detailed stuff coming soon. How do you guys think this looks compared to the earlier stuff? I'm personally feeling more confident about this one!

    Cheers!

  • Radu
    • March 3, 2017 at 8:34 PM
    • #16

    It's definitely an improvement, but do you have a rough idea on how it should play? Most people work out a sketch or something in order to figure things out. Time wise, it's better to discover issues on paper than after you've spent hours blocking it. Take inspiration from existing layouts, study those to learn what works and what doesn't. I'll tell you that most ctf layouts have 2-3 pathways to the flag. Picking the right spot/angle to create an intersection between them is what makes or breaks a map. I haven't played much of Unreal Tournament, but I have stacked up hundreds of hours on 2fort in Team Fortress 2. That map never got boring for me. It was simple and effective. It offered good balance for all classes. If I were making a ctf map I would definitely take inspiration from it.

  • MikeGon
    • March 3, 2017 at 9:28 PM
    • #17
    Quote from Radu

    12 hours ago, Radu said: It's definitely an improvement, but do you have a rough idea on how it should play? Most people work out a sketch or something in order to figure things out. Time wise, it's better to discover issues on paper than after you've spent hours blocking it. Take inspiration from existing layouts, study those to learn what works and what doesn't.

    I agree with Radu here... Personally I try to figure out as much stuff as possible before even touching the editor - solving problems on paper is so much easier!

    You can draw your layout with Illustrator, Visio, Sketchup, etc. but I tend to prefer good old pen & paper because it's so much faster, and easy to scrap a start anew if need be!

  • Keso
    • March 5, 2017 at 4:01 PM
    • #18

    Great feedback you guys! My greatest weakness is pre-planning/paper designs. I have a layout mostly in my head for the shape of the map and the broad strokes I want to nail, but not a detailed layout. Seems like I might save myself a lot of trouble by following your advice!

    Do you have any advice on scale? I find myself always making my areas too big.

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