UE3 - UT3 DM-Immure

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Grauth

New Member
May 10, 2010
13
0
0
Hello!

After making a L4D map I wanted to try the Unreal Engine. I figured I would start with an deathmatch map, I've always wanted to make one.

Immure (beta) was inspired by Christopher Alexanders theories on architecture. It sounds fancy, but really, it's not. In "A Pattern Language" the authors give many examples on patterns that can be used to create different environments. I started combining these pattern in order to create a garden map. Since i don't have any experience creating graphics I used the existing Asian garden models and textures.

When creating the map I wanted to create some interesting choices for the players. For example I've placed three passages in the map which I call "Gauntlets". In order to navigate these the player has to enter a portal and run through a narrow passage below ground level. While traversing the passage the enemy players has an advantage over the player who has entered the gauntlet. If the player in the gauntlet reached the end he/she will be awarded with a power-up and a teleporter to the middle of the map.

I also choose to place all weapons except two in the middle of pools. In doing this I hope I can get the players to weigh the advantages against the negatives of getting the new weapons. If two players already are fighting and a third jumps in the pool in order to get a new weapon I hope that the players will have to do the concious choice of trying to get rid of the player in the pool, retreat or ignore him/her hooping that they won't be the target of the newly aquired weapon.

I placed one of the less powerful weapons, the pulse-rifle at ground level. I hope that this will create the meaningful choice for the player of taking a lot of risk and getting a really good weapon, or spending a little amount of risk and getting a moderate weapon.

For the same reason I've placed the flak cannon in the middle of the map, above the teleporter exit. Allow me to explain the middle and the teleporter exits. The picture below shows all the teleporters in the map which has the middle as their exit destination. I hope that by placing many of these around the map I will allow all players who which to get into the fray to simple jump into a teleporter and get transported to the middle.

I've decided to place the teleporter exit on a ledge. I hope that by doing this I will stop people from camping the teleporter exist since the ledge can be seen from a large part of the map. On the other hand all the health powerups are placed in the middle, in the air, forcing the players to take the teleporter or use the hammer jump in order to get more health. The ammunition is not placed in the middle. I hope this will force the players to travel to the middle in order to get some health, and then travel outwards in order to resupply the ammo, and then into the middle again in order to heal up.

Back to the flak cannon. It's placed over the teleporter exit in the middle. Daring players can double-jump in order to get it, although there is always the chance if they do this that another player will teleport into the middle. Leaving the jumping player at an disadvantage.

For the same reason the redeemer is placed in the pool under the teleporter in the middle. The player taking the redeemer will place himself/herself since player will be spawning over him/her, and also the pool is to small for the redeemer to effectively be fired. Although if they get away with taking it they will be placed at an large disadvantage.

I decided to not place the bio rifle since I figured it would be to weak for the open map. The sniper is not used since I figured it would be to powerful.

What I'm really interested in getting feedback about is all the assumptions I've made above. Do you believe the map would be more entertaining with the sniper rifle? Is it interesting to have the weapons in a pool of water or annoying? Do you feel that the risk for getting the redeemer is to great? What about flow? Is it to hard to get more health? To easy? What about the gauntlets? To risky? Easy?

Oh, and all other thoughts you have concerning the map.

Also, pictures!
dmimmure001.jpg

dmimmure002.jpg

dmimmure003.jpg

dmimmure004.jpg

dmimmure005.jpg

dmimmure006.jpg

dmimmure007.jpg

dmimmure008.jpg


Pictures doesn't seem to work so I'll give you the URLS:
http://img534.imageshack.us/i/dmimmure001.jpg/
http://img130.imageshack.us/i/dmimmure002.jpg/
http://img687.imageshack.us/i/dmimmure003.jpg/
http://img99.imageshack.us/i/dmimmure004.jpg/
http://img535.imageshack.us/i/dmimmure005.jpg/
http://img263.imageshack.us/i/dmimmure006.jpg/
http://img709.imageshack.us/i/dmimmure007.jpg/
http://img687.imageshack.us/i/dmimmure008.jpg/

Download Sites:
Filefactory - http://www.filefactory.com/file/b19ac51/n/DM-Immure_v1.7z

Mediafire - http://www.mediafire.com/?nylkon2hzon

Fileplanet - http://www.fileplanet.com/211903/21...-Christopher-Alexanders-architecture-theories.

Regards,
Grauth.