Beginning my level I initially wanted it to be a quite small
level for more compact and fast fights into each other's bases and a real
struggle to capture the other flag, I began creating this using the tools
learnt in the tutorial map which I have previously wrote about. my first tool
to use and the one used for the majority of my level is the geometry adding and
subtracting method so I initially created a giant rectangle of geometry using
this for the floor space of my level, I wanted it set out as two opposing bases
facing each other across a courtyard type situation with ways to flank and out
maneuver your opponents by the use of its side exits going above the map and
across to the other base providing another choke point and vantage point for
enemies but this can also be accessed by the middle of the map by simply
climbing some boxes if necessary.
So to begin all this creation I simply used the BSP geometry
tool to begin adding in the geometry I want as I learnt from the tutorial map
and using UDK, the base for this was one long rectangle with two higher
sections that lead to the middle by a ramp, I did this to create easy access to
the higher section as jumping up it would make the plays slower and they lead
in to the middle because this will create the main fighting section for the map
to take place.
Next i created a base shape just the bow geometry tool as
this would house on of the team and all there spawn points and such once this
was done it was simple case of mirroring it to get the symmetry I wanted for both
bases i did this by copying and pasting the geometry created, i did this so
that both the spawning team have their own base which is a lot more safe than
anywhere else on the map as it has lots of cover and they can formulate there
plans to take the enemies flag from here.
I wanted to tackle a problem which could be exploited and
that is that the spawns could easily trap the other team if one team is
stronger and can then potentially spawn trap the other team, so to combat this I
have placed two side exits on both bases in the corner to the left and right of
the main exit and this will hopefully combat this.
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