Unit 49 - Computer
Game Engines
Introduction
In this unit we have been asked to research Game Design, learning about camera usage within the different genres of computer games and why the cameras are placed in the position they are in, in those said genres, then using using all the information and research we have gathered to develop our own map and game, whilst blogging the whole process.
Task 1:
Understand the relationships between 3D computer game elements
- Develop a map using all of the Unreal Tournament tool sets explaining your process in your Development Blog. Relates to Tutorial 1 -3 (1.1)
- Develop your own map block out, Blog your process. (1.1)
Task 2:
Be able to implement points of view in computer games using cameras from 3D game
engines
- Use the Unreal template tool set to example camera positions explain how this relates to game genres. (2.1)
- Explain how the choice of camera relates to unreal tournament and justify this in context with its genre (2.1)
- Peer review your map block out justify decisions made (2.1)
- Document you results in your development Blog (2.1)
Be able to implement control systems in computer games using input devices via 3D
game engines
- Use basic game functions controlling player inter action. Lifts, doors, etc. In context of your Map design.(3.1)
- Peer review result. Create Action Plan. Implement points made. (3.1)
- Document you results in your development Blog (3.1)
Produce a playable mod for a game play genre using a 3D game engine, working to a
Standard
acceptable to an employer or client.
- Produce a base game in Unreal, implement another game type i.e. CTF – DM – Team DM VCTF (4.1)
- Modify your level design and justify your choice via your development Blog (4.1)
- Upload your level for testing and peer review level design based upon the criteria (4.1)
- Document you results in your development Blog (4.1)
Task 1, Unreal Tournament Map Creation
Player starts
In this part, we learnt how to create a start point for the player(s) in the game. We did this by dropping a player start into the level. Then tested it by simply pressing play. Multiple player starts were placed and located round the level, and they were tested by pressing the escape button when the game was in play.
Weapons Points
The next point was to add weapons collection points to the level. We did this by dropping a weapons base into the level, then on the left hand side under details, we had a choice to pick what weapons would be collected at this point. Several points were placed around the level. Once this was done, we could click right click on the mouse then press 'play from here', which would allow the game to activate, and check the weapons points were are working correctly.
Building Geometry
It was required we build a bridge. This was done by dropping a cube into the level, and then morphing the cube into a bridge by altering its shape accordingly to bridge the gap between one side to another. We could alter the size and shape, once this was done selected the build button and the bridge would be there. It was advisable to change to see that the bridge was correctly placed.
The next part, we carved a tunnel into the tower in front of the bridge, thus allowing the players to roam freely between what was before two separated sections of the map. Like with the bridge, a cube was dropped into the level, this time with a drop down box option under details, it gave the option to carve into the tower, thus creating the tunnel. Like with the bridge, we used to top down prospective to navigate and carve accurately in to the tower creating the tunnel. After this was done, we discovered that the tunnel itself was pitch back, which then would obviously cause a problem for any players of the game. This was easily resolved by adding a light in the tunnel, thus giving the player to see properly.
We were then tasked with adding railings or barriers to the bridge, thus ensuring the players would not fall off the side when crossing it. We used a contents from within unreal, just to make simple barriers, again by simply dragging and dropping them into the level. From there, simply moving and shaping the size and height of the barriers and into the position required for the level.
Jump Pads
Another piece of experimentation was adding a jump pad into the level. This again was a simple drag and drop, but with jump pads they require putting in the correct direction of which the player will be leaped or thrown into action, and the distance of which the player can be thrown, otherwise if let too short, would end the players life.
Capture the Flag Bases
Another element was added was the flag base, so that players can play capture the flag. There were different ways to add the base for capture the flag. I had issues initially in getting the flag to work or appear. In the details box, it required assigning to a team, for an example blue or red team, then the flag will appear, and the player will be then able to capture the flag. Two were placed in the level, obviously one blue and one red.
Lifts
Lifts were also added to the level, simply by dragging and dropping again. Then simply placing and altering the angles were required, and making sure the top lift went as high as it was supposed to. Next an exit lift needed to be placed for the AI players to know where to get off the lift.
Re- Spawn Points
Having already dropped, player re-spawn points, I went back to them and added which team members would be re-spawned where. This is done in the details box with player and adding 0 or 1 to which team members would re-spawn where. Also adding colour to spawn points, thus keeping track of the teams re-spawn locations etc. I found that initially I had dropped the wrong re-spawn player location, which had initially caused issues when allocating re-spawn for the different teams. This was quickly resolved.
Teleports
Another element to en large the map, was to go into the top view port, highlight the entire map, and hold alt, and drag down to produce and exact copy of the original map. I then turned the map around and closed the two structures together, almost like looking through a mirror.
Once this was done, and placed where it was wanted, then select the two structures together to form one. The key element after each time a new addition is made to the map, is click the build button on the top of the page. This makes sure the new elements work and that there are no problems. Always remember to save work too!
As part of the unit, it is required that we research the various types of computer games genres, and the camera angles that are commonly associated with those games and compare and comment. This is important to understand why the camera view is the way it is to these genres and why they work so successfully in them and compare to other genres and their camera views and why they might not work in a crossover.
For every genre or sub-genre of computer games, each has its own style of play. This is important when involving what camera angle to use, so that the player can get the most out of the game, without the game play being restrictive. For example, a strategy game would have to have a different camera angle to that of a first person shooter. Strategy games involve using all the resources available like commanding huge army for example like Napoleon. So being able to see all your units under your command is essential to the games success. Where as a first person shooter is only you the player going from A- B completing missions through essentially your eyes as if you were in the room.
Platform, Arcade, Puzzles
Platform games for example like Super Mario, Donkey Kong and Sonic the Hedge hog, have a side view of the game play. Whether this was a sign of the times with technology or deliberate, this gave the players to play the game seeing slightly what would come a head, possibly to avoid projectiles or enemies headed in their direction.
Adventure, Shoot em up, First person shooter, Third Person Shooter, Simulation, RPG, Action, MMORPG
Theses types of games, tend to have the point of view as though the player is there carrying out the actions through, (lack of a better word) the avatars eyes. This probably adds to the suspense of the playing the games, the so-called realism, compared to that of platform games, that wouldn't give the player that sense, or at least trying to give that sense of being there and carrying out the missions etc. This can be seen with games like, Goldeneye, Duke Nukem, Doom, and even flight simulator.
Strategy, Sports, Sand Box,
These types of games have a top down view of the game play, giving the player the ability to control multiple units simultaneously with strategy games. In a similar way with sports, for example with a football game, the player can see the pitch and control one player at a time with the ball or without the ball as the case maybe, and the others will tend to move into position when needed so the player can switch control to another player on the pitch that might be in more of an advantageous position to score a goal. Again with a sand box game, the view point gives the player a point of view to control different elements of what is going on in the game, like Strategy with Command and Conquer, Civilisation or The Simms for example or a sports game like Fifa. A sand box example would be Grand Theft Auto, again giving the player the ability to see more of what is going on around them in the game, thus enabling more control as there is more to control at any one time.
Racing
Racing games, again similar to sports and strategy, can have the option to view the vehicle from a look down or almost birds eye view position. However, with racing games, they tend to offer alternative angles. Another option like with a first person shooter, can be to drive the vehicle through the eyes of the driver as if you were actually driving the said vehicle. I suppose this is just a matter of persona preference at which angle the player prefers to play this type of game. Looking down on the vehicle or being inside the vehicle.
Beat Em Up/ Fighting
Fighting games tend to have more of a side on view, similar to a platform game, with the exception that these are now all in 3d graphics. The camera does tend to move with position of the player on screen but on the whole tends to stay fixed with a side point of view. This obviously has been deemed to give the best point of view. Would be interesting if anyone developed a fighting game that had a point of view similar to that of a first person shooter.
Ry-them Action Games
These games, are the likes of Rockband for example. Could be said to be almost educational, in teaching the player what buttons to press to get the correct tune out of the custom game guitar in a bid to progress through the game. The buttons appear on screen whilst the band play in the background with the music playing, with the guitars neck lighting up to guide the player through which correct buttons to press.
Conclusion
To briefly conclude, each game genre has its own unique style of play in which the camera angle is almost essential to that style of play. However, as pointed out with some, with the likes of the racing there can be cross overs to have a different point of view for controlling by changing the camera angle. This of course can be crossed over to other genres of games, but not all, as discussed with the strategy games, a first person shooter point of view would be useless. Also, with the likes of first person shooters, the view of looking through the eyes as if the player is almost in that environment adds to the suspense and atmosphere (if there is one) of playing that particular games, in trying to bring out the realism. With this, the different types of game genres in Unreal and their camera angles as discussed with the above genre's is showing that continued importance with what has already been established. To reflect the Unreal Tournament and Industry standards we will be using a the third person camera angle in the current level.
Peer Review For Tutorial Level
Today, (9/5/16) we carried out peer reviews on our levels so far. The current level in which the level, or my level in particular still using the original tutorial map, to gain ideas and experience in before moving forward on to making my own map. Below are the three questions I asked to my peers.
1. How Could I improve the flow of the game?
2. Could I improve emplacements with weapons etc?
3. Is there anything I should change thus far with the level?
1. Both Harley and Emma, pointed out areas where I can improve. In the first question, both suggested building a bridge or another easier access from one part to another to get the flag from each end, as the jump pads were seen as too difficult, not impossible but another access might ease things some what.
2. For the second question, both said the placements were fine and accessible, but Emma suggested more ammo and health packs, and Harley suggested that the rocket launchers should be further away and not as accessible. This is an interesting suggestion, and I can see where Harley is coming from. It might help to balance things out once a easier second access point of entry i.e. a bridge is built.
3. For the third question, Emma suggested paint it pink..haha, maybe not just pink. Maybe Pink mixed in with some other colours eventually if I have time and go for a Mad Max Steve Mclaren influence punk look. As Harley pointed out, I need to double check the re-spawn points that the teams are not re-spawning together and that they are separate from each other. Another interesting point was adding some cover for the re-spawn points. At the moment its obvious that players are easy targets for opposing teams and be right back where they came from and not progressing, if one team had managed to gain the upper hand, thus not making the game fair. Obviously if its not fair, then its going nowhere and not going to appeal to anyone to play it.
To conclude, in all, a good positive and informative feedback from my peer review. Food for thought moving forward in the level building regardless of not using this level again. Best feedback is getting it from people that use and play the games on a regular basis. All transferable information.
Level Construction
Starting the level out, I began by duplicating the ground as you can see below. This was to get an idea for the size of the level. I began to realise very quickly there would be errors by the way I had set this up.
As you can see, gaps between the flooring and adding walls to the ground area, I came to realise I should take a different route to the design and production of my level.
The next part of the process was to begin blocking out, by simply adding blocks in for buildings or cover and begin placing them round the map. Just getting ideas together. After this point I started adding stair cases in and joining up the blocks together by creating planks for the player to run across to each block.
Once I had linked the blocks together with planks, I began adding cover, in the form of thin walls around the map for the players as they run around but then later for shelter at the spawn points to cover the player re-emerging in the game.
Adding to what I had already done with blocks I began to add towers in the level. I wanted to create advantage points in the level for possible snipers to pick off their opponents. Also the duality of a whole being in the middle of the tower making it possible for the player to run the through the holes from the blocks and planks already in place.
After I placed three of these towers around the map, it was a good basis to start from to start adding more things, or to think about where and what to add in terms of buildings or blocks etc.
Initially I had thought about the towers being taller. The line of thought and inspiration with this was snipers from World War 2 films, Bridge too far, Saving Private Ryan, Enemy at the gates, Stalingrad etc. Creating advantage points through out the level.
Next I decided to add some walls around the outside of the level, to keep the players boxed in, and then at each side add a inner wall to create a corridor. The intention was to add more depth as well as cover to the level.
The next point was to begin adding the spawn points, health packs and weapons around the map. I tried to do this strategically, not putting, spawn pints too close together, making sure they have cover. Making sure weapons and health packs are spread out equally, accessible but not too easily available. Also I found I had to add lighting around the level as the walls had eclipsed the light making game play too difficult without that extra lighting.
Another edition I added was jump pads being aimed at the top of the towers. The towers had sniper rifles available, trying to keep that world war 2 theme going.
Death Match Peer Review
Same questions as used on my tutorial map, but this time applied to my map.
1. How Could I improve the flow of the game?
2. Could I improve emplacements with weapons etc?
3. Is there anything I should change thus far with the level?
Nick:
1. With the addition of a nav mesh to your level, the flow seems to work reasonably well for a very small death match map. there could be an elevated platform toward the left of the map though it doesn't feel essential.
2. The weapons feel reasonably spared out and there are enough to make sure a player doesn't go without an equal weapon to the other players for too long, the types of weapon I feel could be altered slightly though, as there are two Mini-guns located in close proximity of each other and multiple Flak Cannons. A Rocket Launcher could perhaps be implemented instead of one of the Mini-guns or Flak Cannons.
3. Besides the weapon selection, I feel the map may benefit from some more, higher verticality being added in, as this adds another avenue to the game play. Perhaps an elevated platform in the centre of the map, though this may need the map to be expanded a little bit in terms of overall size.
There are a couple of brush issues which make tunnels through BSPs hard to navigate, these could do with a bit of tweaking also to make transition more smooth.
Wayne:
1. Pretty straight forward small map but there's by no means anything wrong with that. What might add to the map is the idea of having some lifts to the general higher areas of your map where you could have armour or whatever power ups you see fit. Doesn't honestly feel like it's necessary but it will add variety to your map.
2. As mentioned in session you potentially could add another tower at each side (close to your sniper towers?) giving you the possibility of adding in a rocket launcher. You can even add a redeemer to a very tall one maybe central and make this hard to access - redeeemer is essentially a nuke and well over the top so that's an idea. Liek on mine I've hidden a couple for example.
3. See 1 / 2.
Conclusion
One thing that was picked up straight away, is that a nav mesh was required when adding bots to the game, as when the bots were added to the level, they remained stationery. Obviously that would not be much of a challenge to the player.
Nick suggested that another raised platform might/ would be beneficial to the map, as well as changing or having more variation in weapons choice. Maybe I have shown too much favouritism towards mini guns and rocket launchers. Having another level would give more choice for the player. I had wondered whether it was too small for the max 16 players. However, adding another level going up, would give more room to manoeuvre.
Wayne like nick suggested taking the level upwards. A couple more towers in each corner would add more advantage, and as suggested adding lifts as well as stairs to the next level would open things up a bit more. I do like the idea of finding the hidden nuke. So that is definite possibility, as well as adding more armour and power ups.
Map Development
The next phase was to obviously implement what had been spoken about in the peer review feedback.
I straight away put three large towers over looking the rest of the level in a triangle. From there building a bridge going across to each tower.
I also added more gun and power up emplacements on the new area as had been suggested.
With building three large towers, I had to plant some more lights in areas where it was lacking light. Next part was also placing lifts at each tower, enabling the player to get to the top.
I then did a run through to make sure everything was working as it should. Once I reached the top of the towers with the new bridge, I quickly discovered there was no safe was down for the player other than falling which would lead to certain death. I then implemented a second lift on each side of the towers. The difference with these second lifts would be they would wait at the top of the tower to go down to the bottom.
To help improve the lighting situation, it was suggested to add sky light into the map. This helped a great deal improving the lighting, and reducing the the amount of shadows in the game making the game easier to navigate round. I also went round the level removing some un-necessary light bulbs.
Now hopefully, I have implemented everything that was left as feedback from my three questions in the previous review.
Death Match Peer Review 2
1. How is the flow of the game now with another tier involved?
2. Is there enough variation in terms of weapons etc?
3. Is there anything that is frustrating that needs improving, maybe too easy or too difficult?
4. Any suggestions or improvements required overall?
Wayne
1) Good idea - following on from earlier suggestions, looks decent as well. Seems to flow well - lifts work fine, speed is fine ('maybe' even speed them up but personally I don't see an issue with them).
3) Literally the only slight issue I had was with the steps - they tend to block your path as you run onto them. This is just the step height, have a look in the details panel for the stairs brush and lower it a few units. Easy fix!
Nick
1) The upper pathway certainly adds another element, feels like the change is beneficial to the map, the bots aren't currently using the lifts but that's a software related issue and can be fully realised hopefully with the next Unreal update.
For now it certainly adds a nice element of game play to the level, adding verticality bring another avenue of either attack or escape.
2) The weapons vary nicely, with the addition of the instagib rifle on the upper tier also, I particularly like the gravity hammer being up there too.
3) There are just some minor alterations that need to be made to some BSPs, for example a couple of staircases don't fit perfectly flush on the ground and are a little difficult to climb, and there is an octagonal tunnel which is a little hard to navigate and could maybe be made a little larger. Besides that there is nothing in particular I'd consider frustrating.
4) Currently there aren't many issues overall besides the BSPs, keep play testing as you change things and tweak as you go, as you'll likely find things you can improve yet yourself.
Conclusion
From peer review with Wayne and Nick, I have added a second rocket launcher to the upper tier, as well as adding two lifts to each point. I have also corrected the problem with the stairs and tower with tunnels in. As to the towers I started again, building a new tower and hole inside. This corrected the original problem I had, and made the flow of the game more smooth. At this point I am very happy and content with the map/ level thus far. I will continue to play to see if there are ant further improvements and adjustments I can make.
h Another problem I found was that if you happened to fall over the wall, as rare as it may seem, you free falled without end. I fixed this by adding a kill zone around the map, s that if a player went over the wall, it would kill them and then re-spawn them back into the game.
g Another error I found was with one set of stairs. The player would get stuck when trying to climb the stairs, I fixed by deleting the original staircase and replacing them with a copied version on the other side of the tower which I knew worked. I then tested the new stair case out and it worked perfectly.
yThe original staircase was the one above, which was causing problems, to which after trying to correct the problems I had with this original I decided to go for a more conventional staircase, which as stated above, I copied the staircase on the other side and reversed it. This worked perfectly.
Death Match Peer Review 3
1. How is the flow of the game?
2. Is there enough variation in terms of weapons etc?
3. Is there anything that is frustrating that needs improving, maybe too easy or too difficult?
4. Any suggestions or improvements required overall?
Darren
I think the flow of your map is really fun and has a constant amount of action non-stop
and doesn't need to be changed.
I think the variation is good and suits your map well, however I do suggest adding some sort of power-up some where.
no I think the way the map is in difficulty is fine.
Andy
I think the game play of the map is very fast which is good for the game type
The weapon variation is good though it may be a little close for the sniper rifle?
It's a crazy fast map so it will depend on the skill of the players/bots
Just maybe some power up variation, or a strong weapon.
Conclusion
I have now gone back into the level and added some more armour. I did have large health packs originally, but found due to the speed of the game they were taking too long to spawn for lack of a better word. With maps fast pace, I needed something more ready to go, there and then.
I can see what Andy is saying with the sniper rifle, and with the speed of the map, and its close proximity it probably isn't that necessary, but I decided to leave it in there for the purpose of variety and that there are so many advantage points. If anything I might be more tempted to somehow fortify these advantage points for better use of the sniper rifle, there for adding some sort of cover. The armour does take its time however, but is an improvement from the large health pack. Not perfect, but moving in the right direction.
Capture The flag Map Development
After developing a death match level, and continually developing the map to its full potential, I decided to try a new avenue, in the sense to see if the map could be used as a utility map, or multi purpose. The obvious point was to see if the map could be used in a capture the flag mode.
So far all I have altered is adding two flags, one red, one blue, and replacing the normal, standard player starts with UTTeam player starts, putting 8 red players and 8 blue players in the map. I have also changed the location of the spawn points slightly. Where as before I had spawn points all over the map as it was a free fall, death match, everyone themselves, this time I had all the blues on one side of the map and the reds on the other. Plus the spawn points on both side are more bunched together. I have still tried tom give as much cover as possible for each spawn point as not to be an easy target, however, some will have more cover than others. Obviously, as the I get feedback and continue playing I will adapt and change the map accordingly.
Without changing the scenery at this point, I have tried to keep the balance in the map and keep fairness between the teams, without giving advantage to either team, by keeping their spawn points pretty much the same and the two flags on the two towers across from each other. At this point in the development no spawn points or flags are on the second tier. However I will add at this stage, I feel the map might be too close or small for an effective capture the flag, and scenery might need to be moved about in order for the map to be a success. This is just from some of the feedback from it being used as a death match in which the size of the map was commented on a few times. So we shall see how it gets on.
Peer Review of Capture the Flag Map
1. How is the game play?
2. What improvements do I need? Weapons, Spawns, flags etc?
3. Is the map big enough?
4. Do I need to change scenery etc?
Nick
1. The game is a bit fast and furious when loaded in with 15 bots, and whilst it is still fun with a hectic amount of players, it may benefit more from a lower amount, 4 or 6 per team may fit better.
2. The Flag bases are sort of positioned well, but also not so well in my opinion, as the only way to access them is via a jump pad, this could make it somewhat easy for one team to take advantage.
Spawns seem fine, the map may just benefit from a few less, making the spawn patterns a little less hectic.
The weapon selection has not changed, and is therefore still fairly decent, a varied selection of weapons dotted around areas though you may want to think about the in game consequences of putting a sniper rifle on each base.
3. Again, the map is fine for the previous game mode, but for capture the flag it would benefit from either a smaller amount of players, or the map being increased in size, this is purely your decision going forward, whether to drop spawns or increase the map size.
4. With the positioning of the flag bases, I don't feel the upper section is as important as it was with a standard Death Match, as bots or players will probably not use the upper tier that much, this is a design decision you could make, though it could still be effective in terms of escape when holding the flag.
Danny
1 and 2
I like the style map, is like a death match but to capture the flag so does not look so symmetrical and I like that is more dynamic and look more funny . But as I am playing I have only one way to achieve the flag that is using the jump pad, so always I have to take the same way, so I will not use too much other place of the map, to avoid this, could be a good idea, to make a second path to go to the platform where the flag is, maybe at the end of the white corridor put a elevator to go up and take the flag?
3. I would have to see the map with 16 players, but I think that is big enough, for capture the flag I like a fast maps, (because they are small or because they are fast to go through because they do not have too may barriers in the middle) so for me is okay, small make fast play, and you are doing point all time this is the fun of the capture the flag.
4. I like the stage, the only change that I would make is to have a second path to achieve the flag, just to allow the players go through other parts of the map to enjoy the whole map but I like the idea about this map is not very symmetrical like use to be for capture the flag, and I like it, I would keep this style.
Conclusion
Between the two reviews, there seems to be a general consensus about access to the flags and possibly size of the map and the number of players that can use it at any one time. Another point which had been made when the map was a death match was that of having sniper rifles on top of the towers. Having played the game myself, the sniper rifles might be made redundant now as the play of the game is just too fast paced with the size of the map. Three points have been made that will lead to change:
1. Access to flags, alternative route or change of flag location.
2. Increasing size of the map or decreasing number of players.
3. Getting rid of sniper rifles.
First thing I did was get rid of the rifles and replace them with mini-guns and link guns. This then made me go round the map and change up some of the other not so effective weapons for the size of the map, with more faster paced ones, such as rocket launchers, link guns, mini-guns etc. Trying to keep the weapons in line with the pace.
Secondly I have moved the flags to each side, behind the walls, still trying to keep balance, whilst giving the flags cover, but there is now more than one way to gain access to the flags. As you can see, now moved from the towers to behind the wall.
Thirdly, I have now increased the size of the map, and with it the nav mesh! With this increased size I might need to add more scenery/ Obstacles/ Cover. I might also need more weapons and power ups now. Another thought is enhancing the upper tier.
I also added some walls a tunnel on each side where the flags are, to bring more obstacles to the map.
Capture the flag Peer Review 2
1. How is the game play?
2. What improvements do I need? Weapons, Spawns, flags etc?
3. Is the map big enough?
4. Do I need to change scenery etc?
Darren
1.The game play is nice an fast paced like any unreal tournament map should be and with the editions to this map it has slowed it down slightly but this si a good thing as it gives players a tiny space of time to think rather than being constantly bombarded.
2. I don't thing you really need to add anything in in the sense of pick ups apart from re building your map so that the navigation is fixed.
3.I think the map for team or normal death match is big enough and even a small teamed capture the flag like you currently have but if you want to go for a capture the flag map traditionally I think it needs to be a bit bigger.
4.I don't think you need to add anything in the sense of geometry unless you decided to extend the map.
Nick
1. The game play feels a bit more smooth than before, and less hectic also, whilst there are still a lot of enemies dotted around, it's not a case of spawning and dying any longer.
2. The flag locations have improved quite substantially, as you are now capable of navigating the map by simple walking to it instead of having to use a jump pad. The snipers felt out of place on such a small map for me personally, and as such the lack of sniper rifles isn't missed, the addition of other weapons benefits the flow and keeps the game at a relatively high pace.
3. Again, it's a matter of opinion, the map feels like it's getting closer to adequate, and whilst it plays well with 16 players it might still benefit from dropping the player count slightly. I'd try a 12 player iteration of the map and see how the flow feels then also possibly.
4. The map is pretty much packed in terms of cover objects and general geometry, with enough room to manoeuvre from one base to the other, fulfilling the point of the game mode, unless you expand on the map itself, I'd say you have enough in terms of scenery as of right now.
Wayne
1 - Map is genuinely looking pretty decent. Not sure exactly what you've changed but it does feel smoother and for whatever reason has a better pace.
2 - I feel that the weapons are well placed and not too few / too many - one suggestion I have that isn't really a game breaker or anything but still... on the top walkway where the armour is, literally place a teleporter there to the ground (so there's a central means to get down rather than just the lifts at each end) and shift that armour to the side (this way you keep that and just add extra flow/pace to your game as people can choose to head down halfway if they wanted. Only a suggestion like.
3 - For your layout the map seems to work - if I had to be really pick I'd possibly say it could be on the smaller side but there are smaller maps out there that work. Reality is a lot of these comments / suggestions are wholly subjective and dependant on the person 'reviewing' your map to be honest.
4 - Nah. Unless you have a solid plan to texture everything like I'm thinking of doing with my Chinese mythology based map then it's absolutely sound as a block out and it won't affect your grade in the slightest.
Conclusion
Again, between the reviews, a lot positive this time from the improvements made. However, size seems to matter. Scaling up the map again might make things that bit better in terms of play. Also, I like Wayne's idea of adding teleport s to the second tier, which brings it more into the flow of things, whilst at the moment it does feel like its out on a limb.
I have now added teleport s to the level as well as scaling up the level again.
I have also added random boxes around the level, for more obstacles an cover.
I also added an additional fourth tower.
Capture the flag Peer Review 3
1. How is the game play?
2. What improvements do I need? Weapons, Spawns, flags etc?
3. Is the map big enough?
Andy
1. The game play is very fast and chaotic, and quite bouncy, which is quite fun.
2. I like the little tunnels leading to the flags and the spawns seem okay. There is a decent weapon selection. The only thing is I think the very top area isn't used very much during normal game play. I don't know if that is an intentional design decision.
3. The map size feels pretty good where it is, it has a good mix of close and open areas.
Liam Rylands
1.a. The game play is fast, intense and feels like a maze. IN my opinion this map is best suited for DM/TDM due to the size. Some of the geometry does look a bit small, in terms of the stair size and certain pathways. But other than that I love the feel of the map. It feels like I am playing in a warehouse.
2.a. The geometry needs to be fixed on the map. For example the stairs need to be a bit wider and certain BSP's are not needed ion the map. I do like the tunnels on the map, they are quite fun. Some of the weapon and items need to be moved, but due to the small size you may want to expand your map so you can make that change. The top level also does not get used a lot but this could be because of the bots.
Conclusion
Although it has been said the top area doesn't get used that much, I don't want to remove it from the level, as it adds that bit of choice and variation. Some of the points Liam has made I am a bit confused on so I'll have to ask for more details and go back through the map again and look at the stairs and weapons placements to see what can be improved. The size of the map again seems to be an issue of sorts despite increasing the size already. Although it seems effective for both death match and capture the flag, maybe for capture the flag there has to be a larger area to run around in. This could be to add time to the game, not allowing it to become dull, boring, repetitive and too easy, and keeping players interested. After a conversation with Liam on wanting more information on what could be improved, he noted the map looked like a warehouse. No one else so far had pointed that out. That wasn't my intention at all, with having a jungle theme in mind. That's an interesting observation.
In respect to the level, Liam, advised me on changing the colour of certain areas to indicate Blue or Red team areas. Thinking more strategically on weapons placements etc, and moving and removing certain blocks located around the level.
So the next aim will be to vary things in up in weapons placements, change, move or remove some blocks and add some colour to the team spawn zones, and widen a few of the steps.
As can be seen from the pictures above, I have implemented the changes suggested ready for the next peer review. Colours have been added to the team spawn points. New creation of some blocks to more advantage cover points have been created, whilst removing others which had become redundant when enlarging the map size. Also enlarging the size of some of the stairways as advised, and moving some of the weapons and power ups to more hidden or strategic locations than appearing to be at random.
Unit 75 Ideas For Current Map Development
From the brief in Unit 75, my idea for a map was a Vietnam/ Jungle themed level. At the time, although drawing inspiration from the Vietnam war and Predator, I had not decided not whether it was Sci-fi, or be based in the 1960's for example. Now having done a block out of the map and played it several times, I am leaning towards it being Sci-fi based, being set in a Jungle and drawing inspiration in elements from the Vietnam war, rather it being set in the Vietnam war of the 1960's & 70's.
Below are the two mood boards I used for Unit 75.
https://uk.pinterest.com/stewartmarr/mood-board-conclusion-for-level-idea/
https://uk.pinterest.com/stewartmarr/level-6-jungle/





s
As you can HOPEFULLY see from the images above, the comparison between the research and the development block out stage, which I have taken from my mood boards and the development pictures, as I have progressed with the map development. You can begin to see the inspiration and where I am drawing from the ideas and where I am going with the development and what I am trying to achieve in the level for both Death match and Capture the flag. It was noted in one of the peer reviews that the map seemed to have a warehouse theme. Although I could see why that had been stated with this early stage of the block out, it was not my intention. It does look like a warehouse I suppose due to the grey blocks really, and lack of green, trees, and bushes etc that make a jungle. Which is why I have left everything open to the light rather than putting a roof on the map. Walls, blocks, tunnels and stairs that have been used I have tried to keep to as ruins of some sort, even having lifts as part of it, although the lifts would/could have been added as some sort of face lift by a Blowfelt character plotting to take over or destroy the world from his/her jungle hideout. As stated, hopefully you can see the from the mood boards to the development process pictures, the line of inspiration and the connection between the two.
Death Match
Capture the Flag Map
Above is a picture of some sketches I initially had in mind for the layout of the map. As you will probably be able to tell from the sketches above and the development process pictures, the two have gone very different ways. This early stage obviously shows the difference between theory of designing, and the practicality of building. With building, constantly changing the map/ level through peer reviews to what/ how people, peers believe it could be improved through feedback, it is constantly changing and developing the map/ level to as near perfection as can be done. The initial ideas and drawings just gave me something to go and start with, a base. It has also made me realise by looking back at the original drawings how simplistic my ideas were, and how little I knew of map design ( and still have much, much more to learn), and naive I was going into the design stage, and without question, how much more research I should have done in the design stage into map design and layout, even though as stated the map has constantly changed, a better idea of what was to come in development would have helped a lot more. Also, even comparing the two maps between Death Match and Capture the flag. I feel I have put more into the Capture the flag map, as more was required from it, in order to be satisfactory and effective. Looking back, the capture the flag map probably could be good enough to be used for both with little or no editing. Also, I probably should have started with the Capture the flag theme and then moved to the death match for the previous reasons of so much more development with demand from players requiring and wanting more.
Trello Board
Below is the link for my Trello board for my map which I created in unit 75. I have not actually changed anything in the Trello board, as it was more of a over all look on what was wanted to be achieved in the level/ Map.
Dundoc
I have made some updates in the Dundoc on mostly what I have updated and dropped in during the development stage, including a few screenshots of the map in Death match and Capture the flag versions. Mostly updates such as, Tunnels, lifts, weapons, power ups, stairs, towers, etc just detailing as much as possible.
Capture the flag Peer Review 4
1. How is the game play?
2. What improvements do I need? Weapons, Spawns, flags etc?
3. Is the map big enough?
Nick
1. The game play still feels solid, as mentioned though, the cover will not come into play proper unless you were to test across LAN with other players instead of bots. The bots always play solely for the objective and don't worry about cover.
2. The weapon variety seems to be adequate for the level, though the BP Link Gun Test 2 could be changed, as the secondary fire feels pointless, changing this to a standard link gun may be beneficial, dependent on how many link guns there are in the immediate area.
3. The map feels big enough, you may want to drop the player count to 12 in total, 6 per team to reduce how hectic the map is, but it depends on the player really, and their preference on game play speed, I personally like it as it is.
Darren:
1. game play is good.
2. don't think any are needed.
3. ye i think so
Liam
1. The game play is very fast-paced. There is a lot of cover involved and the combat is good
2. Based on what I have played you need to get rid of that instagib rifle. That weapon is to powerful and it is a weapon that everyone will be after. The team bases walls also need to be larger, so they do not use the transloctor to bypass the tunnel.
3. The map is the right size for the player count. It could even work for 6v6.
Review Conclusion
I have replaced the Link test gun with a normal link gun as I found it wasn't been effective in the map as I had wanted. Still the thing with overall size but on the whole everything seems fine with the map and the feedback received. Liam suggested raising the height of the walls at the side of the map to prevent the bots jumping over as they had been doing, so I did this to change the game play and see what effective it would have.
Also, replacing instagib rifle as it was suggested it was too powerful with another rocket launcher to balance the play.
Final Evaluation/ Conclusion
To conclude, I have built two maps which are very close to each other. One Death match which I started initially, and the second a capture the flag, all blocked out and based around a Vietnam inspired jungle theme. Looking back between the two maps and their individual style of play and demands from the type of game play involved from what I have learnt constantly changing the maps after peer reviews, I wish I had started with the capture the flag map first. Reason for this is, I feel although I felt at the time I had done a decent job with the death match map, I had to change so much constantly in order for it to work for a capture the flag, where as the capture the flag map could work straight away in a death match game. I have also gained a lot from doing the peer reviews constantly, seeing how other people come up with ideas, it has been enlightening and made mine think about things I could possibly use or do in the future for map development. Also looking back on the previous unit 75 and how I did my research and design for the map, and how different it has become and has evolved as peer reviews have continued. I feel satisfied with the two maps at the end of the unit. Obviously there is still areas I can improve on, but at this point, I feel I can push my creativity and imagination further from what I have seen from others in the group and what I can implement in my work in the future. There is a lot to take away from this unit, and a lot of positive experience to move forward with that can be implemented on other units in the future.
Nick
1. The game play still feels solid, as mentioned though, the cover will not come into play proper unless you were to test across LAN with other players instead of bots. The bots always play solely for the objective and don't worry about cover.
2. The weapon variety seems to be adequate for the level, though the BP Link Gun Test 2 could be changed, as the secondary fire feels pointless, changing this to a standard link gun may be beneficial, dependent on how many link guns there are in the immediate area.
3. The map feels big enough, you may want to drop the player count to 12 in total, 6 per team to reduce how hectic the map is, but it depends on the player really, and their preference on game play speed, I personally like it as it is.
Darren:
1. game play is good.
2. don't think any are needed.
3. ye i think so
Liam
1. The game play is very fast-paced. There is a lot of cover involved and the combat is good
2. Based on what I have played you need to get rid of that instagib rifle. That weapon is to powerful and it is a weapon that everyone will be after. The team bases walls also need to be larger, so they do not use the transloctor to bypass the tunnel.
3. The map is the right size for the player count. It could even work for 6v6.
Review Conclusion
I have replaced the Link test gun with a normal link gun as I found it wasn't been effective in the map as I had wanted. Still the thing with overall size but on the whole everything seems fine with the map and the feedback received. Liam suggested raising the height of the walls at the side of the map to prevent the bots jumping over as they had been doing, so I did this to change the game play and see what effective it would have.
Also, replacing instagib rifle as it was suggested it was too powerful with another rocket launcher to balance the play.
Final Evaluation/ Conclusion
To conclude, I have built two maps which are very close to each other. One Death match which I started initially, and the second a capture the flag, all blocked out and based around a Vietnam inspired jungle theme. Looking back between the two maps and their individual style of play and demands from the type of game play involved from what I have learnt constantly changing the maps after peer reviews, I wish I had started with the capture the flag map first. Reason for this is, I feel although I felt at the time I had done a decent job with the death match map, I had to change so much constantly in order for it to work for a capture the flag, where as the capture the flag map could work straight away in a death match game. I have also gained a lot from doing the peer reviews constantly, seeing how other people come up with ideas, it has been enlightening and made mine think about things I could possibly use or do in the future for map development. Also looking back on the previous unit 75 and how I did my research and design for the map, and how different it has become and has evolved as peer reviews have continued. I feel satisfied with the two maps at the end of the unit. Obviously there is still areas I can improve on, but at this point, I feel I can push my creativity and imagination further from what I have seen from others in the group and what I can implement in my work in the future. There is a lot to take away from this unit, and a lot of positive experience to move forward with that can be implemented on other units in the future.














No comments:
Post a Comment