Map Introduction
- Genre
- First-Person Shooter.
- Game Type
- DM - Death Match.
- Target audience & platforms
- Current and ongoing UT player base with design catering towards the female demographic.
- Look and Feel
- The game should immerse you into a world full of elements borrowed from Chinese culture. Embedded within should be references that connect both culturally and with the map type.
Background / Culture
DM-Pillarino will be representing Chinese cultural references throughout it's design. Although no story needs to be woven in, I do feel it's important that if I have a strict theme and a personal set of rules for my designs, patterns and so on and so forth that they hold significance.
Unreal Tournament - How to Play
System Requirements
Generic system requirements for UT are as follows:
Windows 7 64-bit or Mac OS X 10.9.2 or later
Dual-core Intel or AMD processor, 2.5 GHz or faster
DirectX 11 compatible GPU
8GB RAM (4 GB rumoured early days)
My specifications are wildly above the minimum so testing will be hard personally however I do have an old computer lying about and know friends with spare computers that will be able to help test my map when finished just to ensure that the general textures and meshes brought in aren't hindering performance as UT has to run smoothly to keep its functionality in tact.
As version 1.0 hits the community I'll ensure to request testing the map on lower rigs where possible and have specific feedback regarding the FPS.
Game Architechture
User Interface (controls)
Map interaction will use the common 'E' activation bind to lower the barriers. There's no need for me to change this to anything else given that it's for UT and that people are familiar with using the default of 'E' for doors, lifts and so on.
Artwork (design)
Everything within my map will be heavily based upon several elements borrowed from Chinese culture. As such the main focal and central point of the map will consist of the below pillar. The ideas, designs, colours and basic all-round theme will stem from this as a starting point.
Map Asset
Centre Piece - Traits / Comparisons:
Map Design / Layout
Here I'll detail the progression of the map top down
and layout.
Firstly here's a rough idea with power-ups and weapon placements sketched in.
Here's an idea of the concept and background story / Chinese culture integrated into my map. You can see the idea of the tower / structures and the association to their correct yin / yang.
Basic idea of the yin / yang placement surrounding the central area.
Building from the last you can see the yin yang placement idea around the central pillar. Note their placement and corresponding structure - being opposites.
Global Elements
Boundaries, neutral objects, camera views and scale of the world will be detailed in more depth at the block out stage.
Although the map size is pretty standard and pre determined by UT of which the map is built to work within - boundaries / blocking volumes will need fine tuning during blockout and additional mesh / object placement otherwise there'll be fatal errors and means to exploit my map design.
Map Interaction Flow Chart (Pseudocode)
Object, properties and their actions will be detailed and populated at the initial block out stage. These are likely to change if set in stone from the concept stage so I'll set my initial as I import custom meshes and finalise settings such as collision, visibility and player interaction.
Development - Blueprints Only
My map will consist of a small section of Blueprints which will control the raising and lowering of the Yin and Yang barriers.
It will in part somewhat resemble the following image:
As pseudocode it will loosely look something like this to quickly address a few changes from the above image. Essentially this will translate into the player pressing 'E' and a matinee lowering the barriers initiating. After a delay which is subject to change (STC) it will reverse.
There are obvious flaws at hand here especially in a game like Unreal Tournament. I'll be remedying these issues by introducing a number of additions such as 'DoOnce' and 'Sequence' nodes alongside potential implementation of Boolean and Float variable use. This would allow me to dictate the pace and how often this can be accessed to stop abuse and player camping tower spots.
Final Blueprints
Here is the level blueprint specifically to play and reverse the matinee.
And here is the actual drop and dragged blueprint for the yin and yang barriers.
This is broken down into 2 sections, one controls the actual event handler and the other is the text informing the players of the current barrier status (if any).
Technical Requirements
As it stands there are currently no additional technical requirements for the audio content.
The bulk of the sounds will stem from UT itself such as the sound effects. Any additional audio added will be properly compressed and / or converted if need be.
Player Elements
As this is a map and not really focusing on the player or changes to the player in any way shape or form these will be standard UT weapon sounds, default grunts and so on.
Key Features
In regards to community competition and other projects in development there are generally always other map types that will be the same map type or orientation as your own. For example, my map type will be that of a figure of 8 a DM game type. This is generally unavoidable due to the small selection of match types available.
• Having played
a selection of the map types in development and reading the overviews I found
that none were actually using the theme I've chosen. It’s also unique to my
pillar design which I spent lots of time carefully texturing and designing for
unit 69.