UE2 - UT2kX Map idea

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escalade

The man, you'd love to TOUCH
Im not sure if this is the right place for this, if it isnt just move it please.

What about a deathmatch map on a ships deck in a storm? The deck could be rolling around and falling off the side is instant death. Id do it my self, but i dont know how
 

escalade

The man, you'd love to TOUCH
i havent played the COD 4 demo, and i was thinking of more of a modern cargo ship. there would be more room to move around. But i like the Galleon idea. Also, i think a good Jailbreak map could be on a ship, and when you get killed, you get teleported to a smaller ship. If your whole team is captured, the ship explodes and sinks.
 
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Armagon917

TOAST
Mar 6, 2008
339
0
0
The Woodlands, Texas
Go for it! Here are some things to get you started.

http://www.3dbuzz.com/vbforum/sv_home.php

3dbuzz has some great free video training on the editor, Unreal Engine 2 anyways. Also you can go to amazon and get "Mastering Unreal Technology".
Then theres "The Hows and Whys of Level Design" which isn't a how to book but more a level design theory book that explains map flow really well why subconciously a gamer will move towards a brighter area in a level.

It covers great topics like that which are really useful. It was written by a guy who works for EPIC. linkage...

http://www.hourences.com/book/bookorder.htm
 

ninjanomics

Dr. Doom Industries
Jan 25, 2008
33
0
0
www.corydfarris.com
Try (in the Actor Class Browser) Info->FluidSurfaceInfo and go from there

http://www.unrealwiki.com/wiki/Fluid_Surfaces
http://www.unrealwiki.com/wiki/FluidSurfaceInfo

I used this technique on a project that was just like the one you're envisioning. Ships at sea, kinda stormy, rolling waves, that sort of thing.

Just remember to keep the damping between 0 and 1 and keep a close eye on FluidNoiseFrequency and FluidNoiseStrength to get things really looking like oceanic waves.

Also, it takes awhile to get familiar with everything, your first level isn't going to be Call of Duty quality, practice is what it takes.
 
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Armagon917

TOAST
Mar 6, 2008
339
0
0
The Woodlands, Texas
Some good links provided all around!! But I would strongly urge you getting "The Hows and Whys of Level Design" The author made... well heres a list off his website.

DM-Redkin (UT2004)
ONS-Dinora (UT2004)
ONS-Sidaro (UT2004)
ONS-Adara (UT2004)
DM-Argel (UT2004)
DM-Sae (UT2004)
ONS-Dawn (UT2004)
DM-1on1-Idoma (UT2004)
ONS-Torlan (UT2004)
DM-Rrajigar (UT2004)
ONS-Dria (UT2004)
DM-Rankin(UT2004)
JB-Addien-Dwy (UT2004)
CTF-Addien-Dwy (UT2004)
DM-Teapot (UT2003)
DB-Ship (UT2003)


You have his link above.

Basically the book explains how to make things look really good and play really great once you've learned to use the technology. Level design may not seem all that complex but it actually is. I don't want to sound like I'm speaking down to you or anything. This is just personal experience, and this book REALLY helped me out which is why I keep driving at the issue. It covers all the little tricks used in the industry that you would possibly never have thought of.

Good luck with the map!!!
 
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