Monday, 13 June 2016

Block Out Build Part 1

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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