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DM - 4-8 players - "Dress Down Day"


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Posted

Hi, new to this forum my friend said you all give some great feedback so here i am :D

I'm working on an office lvl for UT2004. It's my first level design coming from a 3D modeling background. As the moment its a single floor, but after getting some feedback from friends and people online, im thinking on making it 2 floors, with stairs and elevators. Anyways, here's a few early pics, comments and suggestions are very welcome :D

wasabi_map.jpg

wasabi_pic1.jpg

wasabi_pic3.jpg

Posted

looks interesting, definetly unique. Usually deathmatch maps utilize more vertical variation, to make the maps more fun than "run into enemy in hallway, shoot untill dead." My advice would be to add the second floor, as well as some areas that are open to both floors at once, (like a balcony from the second floor overlooking a lobby from the first floor) to get some more interesting gameplay going on. Also, the tile floor texture looks kind of outdoorish for an office interior. Lots of props will also help.

Posted

Mike-O: Im making if more for fun, more than if it fits the game. I like the UT engine and its fun to shoot rockets down the corridors :).

Zaphod: good idea with the balcony, my co-worker suggested that too. I started blocking out the level again, to add a second level. The bottom floor will be main desk, a big room with stairs going up, some smaller rooms to the side. some elevators that also goto the second floor. Then the 2nd floor willl have the creative area and programming area, etc.

actually, the floor texture is an epic texture, for a reference. I enjoy creating textures and meshes :D

Thx for the crits :D, posting some updates tomorow.

Posted

Your layout looks to have far too many dead ends to make for good playability. Even though an office may well only have one entry point into a room, in a deathmatch map you really ought to have at least two or three. Look at Epic's levels in UT, very few of them feature dead ends, and those that do incorporate them into the flow so that going to them is a risk/reward strategy.

Others have already mentioned the need for z-axis integration of areas, but I'll just repeat their concern for additional effect :D

Very unique looking map though, thumbs up for originality!

Posted

Taken the suggestions from everyone :D, I really appreciate the suggestions :) and re-designed the layout. It's a bit bigger and has some Z-axis:D Focused on good playability and flow.

Concepts Floor1

layout_flr1.jpg

Concept Floor2

layout_flr2.jpg

Let me know what you guys think. Should have it mapped out this weekend, and testing with bot paths.

Posted

um no?

This belongs in the HL1 engine. If you're gonna do unreal, make something like....

Also, an office setting doesn't fit the game.

...you mean as in an office setting? make some thing like....(finish what you were gonna say here).

I'm not really sure of how things go at UT mapping....but it looks kinda cartoonish...is it supposed to be like that?

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