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Posted

Hello!

Here is a downloadable and playable .pak of a map called CTF-AquaFactory. It's the first time I've built a map in 3DS Max and exported it into Unreal before playtesting, so I'm looking for feedback about strange geometry. I am aware that as of 4/17 there are a few issues with z fighting, I can fix that when I rebuilt the map, I'm mostly looking for comments about the flow of the level. Shoutout to Bobby Ross and Ben Bauer for giving me an example of how to design the flow of a multiplayer map before building it. I plan on updating this thread, I'm mostly putting this .pak on here before I pass out!

 

Here is a link to the design document: https://drive.google.com/file/d/0B34kXOf_oNPsQ3lUQjdXV19oR2c/view?usp=sharing

(mostly pictures don't worry!)

 

CTF-AquaPrototype-WindowsNoEditor.pak

Posted

Quick update,

      Huge shoutout to Bobby Ross, I followed his visual guide to multiplayer level design here during the planning and documentation stages of this project, I'm confident that the time spent learning the new workflow is going to save me a lot of time down the road.

 

 I'm planning on putting this up on the Dallas Hub for a playtest this Saturday at 4pm US Central time, everyone is welcome to join in. In the meantime I would appreciate any feedback about the design of the level, it's my first time building a map in 3DS Max and then exporting it into Unreal, so I'm looking for any kinks in the geometry.

 

Cheers!

 

-P.S: anyone know how to embed images within the text of a post itself? I would like to give a breakdown of certain areas, rather than just an image dump. Thanks!

test.png

guide map.jpg

in max.jpg

FlowMap.jpg

CTF-Aqua Concept Map (1).png

CTF-Aqua Detailed Flow Map.png

flow speed.png

Reference Map.jpg

  • 2 weeks later...
Posted

Hello Mapcoreans! I have updated the map by:

 

  • lowering the catwalk section to prevent taking damage from falling
  • Adding water to the reactor level that slowly damages players that fall in (players can escape)
  • removing the two sheild belts in the reactor level, and adding one shield belt to the assembly line section
  • Making hte map more visually distinct by using 12 different textures to distinguish zones instead of four
  • added more health to the assembly line section

I have attached an updated .pak as well as a few screenshots of the ingame level. (sorry for using a couple of .png files, I'm away from a software that can convert them to jpeg - I'll update them later)

 

Any feedback on the design an dlayout of the map is greatly appreciated

CTF-AquaFactory3-WindowsNoEditor.pak

In Editor.jpg

ScreenShot00089.png

ScreenShot00090.png

Posted

Hello Mapcore!

 

I added some new dynamic elements including: hydraulic presses that crush players underneath, and a periodic flood of the lower levels.

 

Here is a link to google drive containing my newest iteration: https://drive.google.com/file/d/0B34kXOf_oNPseVQxSW5LSEozUGM/view?usp=sharing

 

I've already playtested these new dynamic elements, but I'm looking for any other feedback from these forums!

 

 

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