Tuesday, 14 June 2016

Block Out Build Part 2

I wanted to now add my flanking method to create more dynamic game play, to set up this flanking style of navigation decided to add to crossing sections in the center of the map from corner to corner which had the right of each base leading to level two and the right leading to level 3, these began as simple ramps constructed using the BSP geometry tool, to add them in on adjacent sides this were connected to the previous side exits I constructed. these then became full walkways with walls and ceiling so that people didn't have easy access to shoot people while on the ramps as stated in my previous Peer Review.

As well as this I have since added in two tubes outside of the spawning bases as a way to make some ground in the courtyard while in cover as well as this I have decided to put a Armour piece in here to give a little defense for players who want to take the direct approach fighting through the most heavily defended choke point but the quickest way to the flag.

As for my level 3 at the top of my level this was hard to decide what to place in here because I had to make it worthwhile as this would be the longest route to the enemy flag and so to justify this there is a rocket launcher in both side of the room (one for each team and then a berserk power up in the center to try and help whatever player reaches it the ability to punch through the enemies defenses.


I also decided to make my map be dark like its night time so I could take full advantage of the lights in Unreal Tournament to create ways to shows players multiple paths and ways to navigate my level, this was a decision I was very happy with as it allowed the look of the map to be improved but just boosted the flow by directing the players to thing that would help them win the game like paths and weapons.



taking all these thing I had added into account I made the decision to not create wall around my level and instead allowed players to be able to fall to their deaths this just added something more to the game play as it was paced this meant they also had to be careful of themselves as well as the enemy.

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