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[Map Builders] Map design and themes

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    #16
    Is it too early to share & discuss "pen & paper" map layouts? (:
    Last edited by Tycerax; 05-12-2014, 05:06 PM.
    Tiny Details That Should NOT Be Forgotten & Dynamic Arenas & UT4 Storyline - Story Design & Gametype Designs: Volleyball - 3-Way CTF & Smartphone/Tablet Integration

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      #17
      Originally posted by NeuroTek View Post
      Yes, absolutely. Liandri would have wanted to impress thousands of tournament viewers... So go crazy!
      Well said.

      Id really like to have a Future Sports Theme in this new UT.
      - Full maps in that Theme.
      - Assets (Jumppads, Scoreboards etc) in the same Theme to place in arenas that were not built from scratch to host a Tournament. (If someone made Lavagiant they could use these assets to make a Themed bridge across all maps)
      - I would really want ONE asset in particular and thats a SpectatorCrowd that you can place in your map to give that Ohh, Awww, Screams and Chants that you hear when you watch sports on TV. If possible it should be dynamic.

      Atleast it could be one Theme out of several.

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        #18
        Originally posted by CraigItsFriday View Post
        A new Facing Worlds map is a must!!
        Yes, one in outer space this time please. I also vote for SpaceNoxx.

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          #19
          Wide-gamut monochrome palettes with low-saturated dominant colors and some accents of saturated complementary ones (or even triadic) will do really well in UE4. Realtime radiosity will fill the map with nice indirect lighting, and complimentary accents will add variety.

          Last edited by Red Spark; 05-13-2014, 12:11 AM.
          Unreal Tournament: Premise, Art Direction and Concept Art References

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            #20
            Originally posted by Tycerax View Post
            Is it too early to share & discuss "pen & paper" map layouts? (:
            I wouldn't think so. I think the overall gameplay of the game will still be in line with previous UT titles.

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              #21
              Ruins!!! I would love to see a nice ruins set of Meshes. Add in some destructible areas and you will get some nice maps
              that change throughout the course of the match.
              Running the Mega Hub for everyone to enjoy!

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                #22
                Originally posted by SE_JonF View Post
                Originally posted by Tycerax View Post
                Is it too early to share & discuss "pen & paper" map layouts? (:
                I wouldn't think so. I think the overall gameplay of the game will still be in line with previous UT titles.
                I second that! I'm even already up to three pages of ideas and concept
                Pen and paper map layouts would be something that the Level Design subforum would like to hear about, I do believe.
                Both this forum and the Level Design will cross each other a lot, but if your stuff is about an environment style, best would be here; Gameplay layouts on the Level Design.

                Cheers, I'm looking forward hearing from these ideas of yours!
                Current project: DM-MineArena (Codename)

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                  #23
                  I'm just going to rework a old map with good amount of art and design, hopefully it will make the game.

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                    #24
                    I'd like to see some vibrant, very colourful ultra tech theme with lots of glowing stuff as one of the themes.
                    Unreal Old Friends
                    My previous Unreal work

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                      #25
                      I'm working on both a Castle-esque but also a futuristic lab type maps at the moment.

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                        #26
                        I am more for hybrid themes with lots of variety. Liandri was a mining company that shifted gears into the tournaments, and i think in my eyes that changed alot of the world around them. Here's some ideas.

                        DM-Dumping-Grounds: A dense forest overgrowing a small mining operation that has now been turned into a dumping ground for destroyed equipment, vehicles, and even entire space craft. Lots of variety in combat conditions with tight mining veins, a giant open clearing surrounded by smaller ambush spots, dense forests where anyone can sneak up on you. You have your very vivid greens and a bright blue sky, but with huge amounts of destruction, black billowing smoke, and rusted metals.

                        DM-Docked-and-Loaded: A sea freighter crashed into a abandoned dock. You have your giant ship with cargo containers, smaller vessels, and the dock creating a haphazard array of external walkways. The freighter is on one side with a small loading area on the other containing a tight grouping of shipping containers. A darker level with the two glowing moons and a set of giant moving searchlights to light the level lends itself to patients as well as stealth. Brightly colored shipping containers line the water and the docks and give a pop of color in an otherwise drab landscape.

                        DM-Scavenge: The sight of a huge battle now converted into a scavenging ground. The level is multilayer and constructed out of the remnants of destroyed ships. The construction of these ships range from a luxury transport ship with sweeping staircases to a prisoner holding station filled with blood riddled cells and interrogation chambers. One area may be bright and colorful well the next nitty gritty. Tons of versatility and assault points makes it perfect for any kind of play style.

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                          #27
                          i'd like to see one or two Tron - like maps in the final game

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                            #28
                            Cheesebuckets

                            I think we should also look at having mutable maps, not as in mutator (although that's kinda a cool idea). but what about a map which re-configures it's own layout every game?

                            Or having changes that players can inflict, I keep getting this image of a taller version of deck 16, where the cross-platforms in the central arena are held up by huge statues. Someone lets off a huge explosion that tears parts of the statues away, these bits rain merry death down onto people on the lower levels. Imaging shooting at a PC and missing but hitting the right arm of a statue and having part of it fracture and drop off and kill someone? Narrator: Accidental KILL!

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                              #29
                              As far as environment goes...I'd like to see more techno/fantasy themes. Simply using the type of lighting that Tron uses for their suits/buildings etc...(new tron not the old one so much). Google search light tape and you will see what I mean. I think a lot could be done with this kind of lighting/accents for architecture. I know this was somewhat done with the techno/Egyptian themes in UT2003/4 but someone more sci-fi/techno feel would be great.

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                                #30
                                While having coherent art style for UT would be nice, we all may forget it. Be realistic guys, this game is community driven, there is no way to stop certain styles from being made.

                                That said, we could do list of desired art styles and create great sets of meshes textures and sounds for those environments. This is our only hope to have somewhat coherent art style, if we don't do it now masses will do anything imaginable in few months.
                                So I strongly suggest list or pool for most desired styles and creating them in time frame of 2 months or so, else UT will be full of acid mushrooms and blocky boxes.

                                For me best to start would be SciFi and cyberpunk,
                                for emo part of community mechanic - organic Gieger.

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