The aim of this unit was to learn to develop a map for Unreal Tournament, by starting with an initial design, then itaratively develop and evolve the design based on player feedback and play-testing.
In doing this unit, I have learned a lot about map design and just how much work goes into developing a balanced and fun experience.
During the development process I visited Liverpool ONE and took some pictures for reference and inspiration. I took over 50 photos, but I have linked a interest conclusion mood board containing about 10 pictures as an example.
I have learned how much work there is just to get to a 'completed' blockout stage, and that is before any of the art has even been started!
In regards to my own map, I have learned about scale and how much work can be just scrapped in favour of evolving the map design.
I had a lot of trouble getting the map to 'feel' right in the early stages and it was too big in many areas. Players particularly had issues with the length of the side areas and the overall size of the central area.
I feel my final map is at the stage where art could be started, as it has been thoroughly tested by college peers, friends and the public on the Unreal Tournament forums, with extremely positive feedback from all.
Forum post:
https://www.epicgames.com/unrealtournament/forums/showthread.php?23292
Dundoc:
https://www.dundoc.com/project/1041/2djwdoqfwb
Trello:
https://trello.com/b/wFWyxcPd
Pinterest:
https://uk.pinterest.com/aconlan0468/unit-49-liverpool-one/
Sunday, 12 June 2016
Saturday, 11 June 2016
Finishing touches.
In addition to the music, I added a few finishing touches to the visuals of the level before throwing it to the public Unreal Tournament forum.
The bases are colourised as well as the two sides of the central area, so that if you ever get disorientated in a fight you can always see which side is which. Due to the material and lighting I added some simple point lights to help show the colour.
The bases are colourised as well as the two sides of the central area, so that if you ever get disorientated in a fight you can always see which side is which. Due to the material and lighting I added some simple point lights to help show the colour.
Friday, 10 June 2016
A couple of hitches
When testing my music out in game, I encountered a couple of easily fixed hitches.
Firstly when I tested my map the first time, I almost blew my head off with the music! The default Unreal Tournament music and sound effects are much quieter than I expected, so when my music kicked in it was a lot louder than everything else!
I could have simply edited the asset volume in the cue file, but I wanted to make sure it wouldn't happen again, so I used Audacity to reduce the gain by a few decibel then saved and re-imported it to UT (using the re-import option so that nothing got lost or messed up).
The second issue was that the music only played once. This was another setting I had overlooked in my eagerness to get it working, and simply ticking the 'Loop' check box on the Cue file solved this issue.
I think these were relatively simple problems to deal with and I'll definitely make sure to check sound balance and loop settings in future!
Firstly when I tested my map the first time, I almost blew my head off with the music! The default Unreal Tournament music and sound effects are much quieter than I expected, so when my music kicked in it was a lot louder than everything else!
I could have simply edited the asset volume in the cue file, but I wanted to make sure it wouldn't happen again, so I used Audacity to reduce the gain by a few decibel then saved and re-imported it to UT (using the re-import option so that nothing got lost or messed up).
The second issue was that the music only played once. This was another setting I had overlooked in my eagerness to get it working, and simply ticking the 'Loop' check box on the Cue file solved this issue.
I think these were relatively simple problems to deal with and I'll definitely make sure to check sound balance and loop settings in future!
The Audacity!
Having chosen my background track for my level (Bafana - Chasing The Dragon), it required some editing before it was usable in my level.
When it came to editing the music track for my map, I chose the free audio editing software Audacity, available here:
http://www.audacityteam.org/
This task involved learning a new software package and learning how to create a seamless sound sample.
My main aim is to remove the intro and outro sections of the track and create a perfect loop if possible.
First I loaded the audio track into the program.
I read in a tutorial that the best way to create a seamless loop is to split the sample in half and overlap the two ends you want to join. This is actually really similar to how you can create a seamless repeating texture in Photoshop, by offsetting and joining up the outer edges and finding a point where they match closely.
I found a point where the beat and volume were similar enough, then removed the unrequired parts.
This appears relatively simple but it was actually a couple of hours work getting the beat to match and hiding the seam.
The last step was creating a new start/end point in the music (as the intro/outro was removed). I chose a point where the beat lulls and one of the hook melodies plays, and made that the start.
My final result is actually surprisingly good, I feel only the original artist would know where the loop point is!
I've also added a new program I am able to use to my ability set, so that's nice!
When it came to editing the music track for my map, I chose the free audio editing software Audacity, available here:
http://www.audacityteam.org/
This task involved learning a new software package and learning how to create a seamless sound sample.
My main aim is to remove the intro and outro sections of the track and create a perfect loop if possible.
First I loaded the audio track into the program.
I read in a tutorial that the best way to create a seamless loop is to split the sample in half and overlap the two ends you want to join. This is actually really similar to how you can create a seamless repeating texture in Photoshop, by offsetting and joining up the outer edges and finding a point where they match closely.
I found a point where the beat and volume were similar enough, then removed the unrequired parts.
This appears relatively simple but it was actually a couple of hours work getting the beat to match and hiding the seam.
The last step was creating a new start/end point in the music (as the intro/outro was removed). I chose a point where the beat lulls and one of the hook melodies plays, and made that the start.
My final result is actually surprisingly good, I feel only the original artist would know where the loop point is!
I've also added a new program I am able to use to my ability set, so that's nice!
Music
My UT veteran friend told me that the music for a map is actually really important and can make up about half of the experience for the player! He says he still listens to UT99 game music now if he needs to get psyched when gaming!
As I have a bit of time left I have decided to use the time to research some royalty free music to put in the level. As I am doing a classic style map I am looking for late 90's/early 2000s high energy dance/trance music.
After visiting a few sites, I found this track on Newgrounds:
Bafana - Chasing The Dragon
http://www.newgrounds.com/audio/listen/605804
I think this track has a good callback to the old early 2000s dance music style, and the Asian flourishes tie in to the Cyberpunk theme of the map.
The track has an intro and outro, so I will have to dedicate some time to learning audio software to try and edit it so that it loops for background music.
I will update with how I get on.
As I have a bit of time left I have decided to use the time to research some royalty free music to put in the level. As I am doing a classic style map I am looking for late 90's/early 2000s high energy dance/trance music.
After visiting a few sites, I found this track on Newgrounds:
Bafana - Chasing The Dragon
http://www.newgrounds.com/audio/listen/605804
I think this track has a good callback to the old early 2000s dance music style, and the Asian flourishes tie in to the Cyberpunk theme of the map.
The track has an intro and outro, so I will have to dedicate some time to learning audio software to try and edit it so that it loops for background music.
I will update with how I get on.
Saturday, 28 May 2016
Version 48 - Lighting experiment
Now I am happy with the layout, I did a little experimentation with materials and lighting.
Version 47 - Cracked it
I think I've cracked it.
I found that in the centre, if I want it to be large, it spreads the players out too much and they don't get into fights, but if I make it small, the ramps take up too much room.
By going back and looking at some pictures I took in Liverpool One of their circular area, the answer is:
Curved stair cases!
By having curved stair cases around the edge, I can make the centre not too big, but still make it feel open and imposing by having the vertical movement around the edge of the map without ramps impeding the players view.
Luckily there is an actual Curved Staircase BSP brush built in, so they are comparatively easy to make vs manually making them.
I found that in the centre, if I want it to be large, it spreads the players out too much and they don't get into fights, but if I make it small, the ramps take up too much room.
By going back and looking at some pictures I took in Liverpool One of their circular area, the answer is:
Curved stair cases!
By having curved stair cases around the edge, I can make the centre not too big, but still make it feel open and imposing by having the vertical movement around the edge of the map without ramps impeding the players view.
Luckily there is an actual Curved Staircase BSP brush built in, so they are comparatively easy to make vs manually making them.
Friday, 27 May 2016
Version 45 - Tackle that centre!
I'm going to get the centre of the map feeling right, so I think drastic measures are in order.
Experimentation with new layout, removed ramps as I feel that was contributing to the 'large yet cramped' feeling of the centre area.
Extra platform around inside of centre.
Added a tall wall to the centre to make it feel imposing.
Map not playable: centre in re-build.
Experimentation with new layout, removed ramps as I feel that was contributing to the 'large yet cramped' feeling of the centre area.
Extra platform around inside of centre.
Added a tall wall to the centre to make it feel imposing.
Map not playable: centre in re-build.
Thursday, 26 May 2016
Peer review 3 - Scale
After a bit more time of working on the map and having scaled down the side areas, I have engaged in another peer review.
Players felt that the new side areas were much better in scale, improving the speed of the map.
The new concern is the scale of the central area, which could be too large.
Players felt that the new side areas were much better in scale, improving the speed of the map.
The new concern is the scale of the central area, which could be too large.
Peer review 3 - Actions
With the sides now feeling much better, the next major action for the project is to try and get the central area playing right.
Players deemed it too large, but when it is smaller, the ramps make it feel cramped, so I may need a complete re-think.
Players deemed it too large, but when it is smaller, the ramps make it feel cramped, so I may need a complete re-think.
Wednesday, 25 May 2016
Version 42 - Playable!
New version ready for playing and ready for feedback!
Changed the gantry experiment into a platform.
I have a good feeling about the side areas, though the centre may now be too large in comparison?
Changed the gantry experiment into a platform.
I have a good feeling about the side areas, though the centre may now be too large in comparison?
Version 41 - New blockout complete
The blockout feels complete.
Now the re-itemisation of the level.
Experimented with some extra walkways above the centre area.
Now the re-itemisation of the level.
Experimented with some extra walkways above the centre area.
Version 40
I think just a couple more hours and this will be in a good state.
I should take a break, but I am in 'the zone'...
I should take a break, but I am in 'the zone'...
Tuesday, 24 May 2016
Version 35 - Feedback re-build!
Ongoing feedback has concluded that the side areas are still too long.
I am currently in the process of re-building using re-designed ramp pieces based on the sketches I made.
These new ramps are designed to overlap heavily to shorten the initial flow of the side areas by almost half.
Fingers crossed.
I am currently in the process of re-building using re-designed ramp pieces based on the sketches I made.
These new ramps are designed to overlap heavily to shorten the initial flow of the side areas by almost half.
Fingers crossed.
Monday, 23 May 2016
Peer review 2 - Playable version
After working on the blockout to a playable state, I engaged in a peer review, where I asked players for feedback. Below are the questions I asked and a summary of the feedback received.
"I have been working on this map for a few weeks since the first review and I would like some feedback on the current state of the map.
1. I have removed the floors from the middle of the side areas to make players use the paths. do you think this works?
2. I added lifts to the sides of the centre area to get up onto the highest level. I am thinking of changing this to be one lift in the middle up to an exposed gantry so that players need to make a risk/reward decision. could this be a better idea?
3. I have reduced the number of players from 16 (8v8) down to 12 (6v6) because there were too many players and the flags were never getting captured. do you think this is a good balance or should there be even less players?"
Outside of the questions, the main general feedback from the playtest was that the map felt too large. The side parts were the main problem, being too long and straight.
For question 1, it was agreed that the removal of the central floor was a good change, as it emphasised and forced the flow of the map.
Question 2 people liked the idea of the lifts and did agree that a single lift could make a better gameplay element for players.
On question 3, there was some difficulty in judging due to the map scale, as the players felt there were not enough players for the map size, but more players created difficulty in gameplay due to no flag captures being possible.
Perr review 2 - action plan
From the feedback, it is obvious that the map has problems with scale.
Actions:
I will be attempting to address the size issues.
I will keep the open floor as it does add to the gameplay.
I will develop the lift and gantry area, though I feel this may be detracting from the focus of the map.
Actions:
I will be attempting to address the size issues.
I will keep the open floor as it does add to the gameplay.
I will develop the lift and gantry area, though I feel this may be detracting from the focus of the map.
Sunday, 22 May 2016
Version 33 - Clutter
Experimenting with level clutter to see how it affects gameplay.
Added chairs and tables (from basic Unreal Engine meshes) to the central area (it is meant to be a food court type area).
Added chairs and tables (from basic Unreal Engine meshes) to the central area (it is meant to be a food court type area).
Version 32 - Flow force
Keeping the lifts for now, though I am still unsure.
Major change this version:
Removed floors from level side areas to force use of the paths provided!
I think this will have a good effect on gameplay.
Screenshots:
Major change this version:
Removed floors from level side areas to force use of the paths provided!
I think this will have a good effect on gameplay.
Screenshots:
Version 30/31
Further refinement based on the previous feedback.
Began experimenting with interactive elements such as lifts to see if it would be a fit for the level.
Began experimenting with interactive elements such as lifts to see if it would be a fit for the level.
Version 29 - Feedback changes and more
In this version the wings of the level have been shortened based on player feedback.
Due to the fast nature of the game, some players felt that these long side areas were a bit of a slog due to them being kind of linear and straight.
A couple of other changes in this version:
A podium for the centre powerup
Some cover for players on the lower central path.
Old side layout:
New side layout:
Due to the fast nature of the game, some players felt that these long side areas were a bit of a slog due to them being kind of linear and straight.
A couple of other changes in this version:
A podium for the centre powerup
Some cover for players on the lower central path.
Old side layout:
New side layout:
Saturday, 21 May 2016
Version 28 - Wall experiment
Added a wall to stop players and bots escaping the level, but kept a thin ledge for players to use as an alternative route to the flag.
It is quite exposed so it is at risk from long range weapons if opposing players notice them being sneaky. This is a conscious design decision.
It is quite exposed so it is at risk from long range weapons if opposing players notice them being sneaky. This is a conscious design decision.
Friends play test 1
As I have recently got the map into a playable state, I thought I would get some friends to play and review my map.
One of my friends is a veteran UT player since the original in 1999 and knows a lot about map flow and balance!
Suggestions:
"Reduce overall wall height (easier translocation between levels)
Add roof to mall areas to create claustrophobic feeling (But not too much, still vaunt them or arch them or something) central area should be grand, vibrant and open.
Potentially reduce length of map. Currently feels like running into guns. This may be due to bot numbers though.
Alter weapon placement: Longer range semi accurate weapons around base. Accurate weapons in sniper perch, up close scrappy weapons in open dome area. Weapons in the dome are needed for the assault, should create fighting in central area."
They said they saw potential in the design, but it is certainly not there yet.
One of my friends is a veteran UT player since the original in 1999 and knows a lot about map flow and balance!
Suggestions:
"Reduce overall wall height (easier translocation between levels)
Add roof to mall areas to create claustrophobic feeling (But not too much, still vaunt them or arch them or something) central area should be grand, vibrant and open.
Potentially reduce length of map. Currently feels like running into guns. This may be due to bot numbers though.
Alter weapon placement: Longer range semi accurate weapons around base. Accurate weapons in sniper perch, up close scrappy weapons in open dome area. Weapons in the dome are needed for the assault, should create fighting in central area."
They said they saw potential in the design, but it is certainly not there yet.
Version 26 - Feedback changes
Refined the flow of the upper level.
Added some cover and adjusted positions of sniper posts based off player feedback.
Top of wall is accessible, though may include this as gameplay element. (experimenting)
Added some cover and adjusted positions of sniper posts based off player feedback.
Top of wall is accessible, though may include this as gameplay element. (experimenting)
Version 25 - Experimenting
Currently experimenting with some gameplay elements/pathing.
Added a wall to each side of the upper section of the central area to change flow.
Added a wall to each side of the upper section of the central area to change flow.
Friday, 20 May 2016
Version 24 - Itemised and Playable!
Itemisation of the level is complete at a basic level, and the level can be played with a full compliment of 16 bots.
Playing the level myself feels okay, though I think it is quite large for what it is, especially the centre.
I think I may need to experiment with scale more when I get some player feedback.
Playing the level myself feels okay, though I think it is quite large for what it is, especially the centre.
I think I may need to experiment with scale more when I get some player feedback.
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