I am continuing with the blockout for my map design.
Added some walls to get a sense of scale.
I'm still unsure, so this will probably require a re-build.
Thursday, 28 April 2016
Tuesday, 26 April 2016
Blockout begins - v1
After creating the tutorial level, I started to experiment with layout of my intended design.
This is mainly getting a feel for scale and layout.
The map feels quite large, though I need to get a good balance between feeling large and actually being too big.
I think I may have some trouble getting the scale right for this map.
The ramps feel a little thin?
This is mainly getting a feel for scale and layout.
The map feels quite large, though I need to get a good balance between feeling large and actually being too big.
I think I may have some trouble getting the scale right for this map.
The ramps feel a little thin?
Monday, 25 April 2016
Tutorial level - Final look and Peer review
In the process of doing the tutorials to learn how to create a map for Unreal Tournament, I further developed the tutorial map into a finished playable map with additional functionality.
In class, we performed a small peer review on our tutorial maps.
The general feedback was that people liked what I had done, but there were some concerns that there was no path/lift to get off the roof of the bases.
In class, we performed a small peer review on our tutorial maps.
The general feedback was that people liked what I had done, but there were some concerns that there was no path/lift to get off the roof of the bases.
Thursday, 21 April 2016
Unreal Tournament Editor Tutorials - Volumes and Navigation
There are several types of volume available in Unreal Tournament level making.
Nav Mesh
The Nav Mesh volume is used by the editor to build bot pathing, so that AI knows where it can and can't walk. This is achieved by covering the walkable area of rhe map in a Nav Mesh volume and using the Build Paths option.
Kill Z
A Kill Z volume can be used to kill players who fall out of your map.
Blocking Volume
Creates an invisible wall at the position of the volume. Use this if you want to block a player from accessing an area that is open.
Pain-causing Volume
This volume damages the player when they enter the area. This can be used to create area hazards such as poisoned water, fire, poison gas, etc.
Nav Mesh
The Nav Mesh volume is used by the editor to build bot pathing, so that AI knows where it can and can't walk. This is achieved by covering the walkable area of rhe map in a Nav Mesh volume and using the Build Paths option.
Kill Z
A Kill Z volume can be used to kill players who fall out of your map.
Blocking Volume
Creates an invisible wall at the position of the volume. Use this if you want to block a player from accessing an area that is open.
Pain-causing Volume
This volume damages the player when they enter the area. This can be used to create area hazards such as poisoned water, fire, poison gas, etc.
Unreal Tournament Editor Tutorials - Lifts and Teleports
In this section I learned placing lifts and teleporters.
First step is to find the generic lift in the content browser.
Then drag it into the level.
Change the position of the Lift Destination to the height where the lift needs to get to, then find the UTLift Exit in the Mode window and place it in the area that the player exits from the lift platform. This is for AI Navigation.
To add a teleporter, first locate it in the content browser, then drag it into the level.
When placed, the teleport destination location can be placed, ensuring the rotation of it faces the character in the right direction.
Tested and complete!
First step is to find the generic lift in the content browser.
Then drag it into the level.
Change the position of the Lift Destination to the height where the lift needs to get to, then find the UTLift Exit in the Mode window and place it in the area that the player exits from the lift platform. This is for AI Navigation.
To add a teleporter, first locate it in the content browser, then drag it into the level.
When placed, the teleport destination location can be placed, ensuring the rotation of it faces the character in the right direction.
Tested and complete!
Unreal Tournament Editor Tutorials - CTF Mode
In this tutorial we were tasked with adding the CTF mode to the tutorial map.
The first step os to insert the CTF flag base to the current level from the content browser.
When that is done, the next task was to copy the area to the other side of the level to create a symmetrical map.
Check perspective mode to see how it looks.
Then build the geometry to commit.
Section complete!
The final steps are to set up the CTF flags and spawns so that the correct flags and teams spawn in the correct places.
Editing and testing the flags and player spawns.
Set dressing with player base colours!
Tutorial completed!
The first step os to insert the CTF flag base to the current level from the content browser.
When that is done, the next task was to copy the area to the other side of the level to create a symmetrical map.
Check perspective mode to see how it looks.
Then build the geometry to commit.
Section complete!
The final steps are to set up the CTF flags and spawns so that the correct flags and teams spawn in the correct places.
Editing and testing the flags and player spawns.
Set dressing with player base colours!
Tutorial completed!
Unreal Tournament Editor Tutorials - Static Mesh Details
This part of the tutorial shows adding and manipulating static mesh details.
Using the search function in the content browser, I found a Static Mesh Trim for the bridge.
I placed the object in the map and moved and scaled it to fit.
I used the Alt+move shortcut to copy the mesh.
Then I moved and rotated it into position.
And this section is complete!
After performing a full build and testing, this tutorial is completed.
Using the search function in the content browser, I found a Static Mesh Trim for the bridge.
I placed the object in the map and moved and scaled it to fit.
I used the Alt+move shortcut to copy the mesh.
Then I moved and rotated it into position.
And this section is complete!
After performing a full build and testing, this tutorial is completed.
Unreal Tournament Editor Tutorials - BSP Brushes
For this next tutorial we were tasked with editing the map geometry with BSP brushes.
First I used the Additive BSP brush.
I placed it in the level and dragged a box out of it, placing it in a position to begin creating a bridge.
Using the Edit tab, I was able to change the shape of the brush to fit the gap and bridge across correctly.
When the shape was set, it was time to commit to the edit and build the brush data into level geometry.
Next I used the Subtractive BSP to create a tunnel cut out.
I placed the Subtractive box into the level and edited it's size and shape to cover the area I wanted to subtract from the existing geometry
Then I again used the Build Geometry option to commit the brush and create the level geometry.
Finally I performed a Full Build to build the lighting and AI navigation.
Tutorial completed!
First I used the Additive BSP brush.
I placed it in the level and dragged a box out of it, placing it in a position to begin creating a bridge.
Using the Edit tab, I was able to change the shape of the brush to fit the gap and bridge across correctly.
When the shape was set, it was time to commit to the edit and build the brush data into level geometry.
Next I used the Subtractive BSP to create a tunnel cut out.
I placed the Subtractive box into the level and edited it's size and shape to cover the area I wanted to subtract from the existing geometry
Then I again used the Build Geometry option to commit the brush and create the level geometry.
Finally I performed a Full Build to build the lighting and AI navigation.
Tutorial completed!
Unreal Tournament Editor Tutorials - Placing objects and geometry
Here I will learn the basics of using the Unreal Tournament Editor by completing the Tutorials provided by Epic.
The first lesson has us open the tutorial level and save it out as our own, so that it is not overwritten when we edit it.
We are asked to use the browser to search for and place a Team Player Spawn, then test it.
After testing I set the tutorial to complete.
Next we were asked to add a Weapon Spawner and set a weapon type to spawn
When completed, the tutorial was set to Done.
After this we placed and edited a Jump Pad
The first lesson has us open the tutorial level and save it out as our own, so that it is not overwritten when we edit it.
We are asked to use the browser to search for and place a Team Player Spawn, then test it.
After testing I set the tutorial to complete.
Next we were asked to add a Weapon Spawner and set a weapon type to spawn
When completed, the tutorial was set to Done.
After this we placed and edited a Jump Pad
When correctly set, I checked the tutorial tick box.
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