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Help: Critique my UT2004 CTF Map | Locked | |
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Aug 18 2008 Anchor | ||
Hello fellow designers, I'm working on my capstone (final) project for Game Design School, which is a Unreal Tournament 2004 level, and I need some help. I'm focusing on gameplay, not looks, so I need some feedback on what people think about the layout of my level and possible improvements. I created a level earlier, and I showed it off in another thread. Based on the comments I received, I went to another design I had, and I believe it turned out much better. UPDATE: So I made some changes to the level based upon critiques, and I was wondering if there were any more problems the gameplay. I was also wondering if maybe I should add a second path somewhere down the river for players to get across, or if I should just leave it at the bridge. If there aren't anymore problems, I plan on starting to add actual meshes to the level and putting in some better materials. Thank you for any help you can provide. Edited by: novusvir |
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Aug 19 2008 Anchor | |
Definitely better! Here's a few quick questions: Is the unsymmetrical weapon placement deliberate? One side doesn't have a link gun, and one side has easier access to the sniper rifle than the lightening gun, and vice-versa. On the sniper/lightening gun, do we really need both? The sniper seems a little overpowered, since you can fire on the fringe of the fog without giving away your position. Might be better to stick with two lightening guns. Do like the placement though - having to push forward before settling back to defend is a nice touch to avoid Facing Worlds syndrome. I couldn't find any ammo - meant that defence was a little strange, and I was reliant on the attackers dropping guns to keep my ammo topped up. Maybe not a problem, just want to know if it was a deliberate choice or not. Definitely a lot more fun than before though. Shaping up to be a nice little map for 3vs3 -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Aug 19 2008 Anchor | ||
Thanks for the critique, I'm glad to hear that I am indeed learning from my experiences. The asymmetry is partially on purpose. I wanted to give people an option between the two types of "snipers". But I was honestly thinking of getting rid of the classic sniper because it is, well, old. But the lack of the link gun on one side was not on purpose, I forgot to set the weapon type on the pickup base. About the ammo, I'm trying to remember how to add extra ammo to the pickup bases. It's been awhile since I worked alot with UnrealEd. I might just throw in some ammo packs. Do you think that placing them right next to the guns themselves is a good idea? |
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Aug 20 2008 Anchor | |
Level design theory time! Item placement influences player movement, that simple rule is the heart of almost all gameplay (certainly in FPS games). So, for this level (and CTF in general) if you put the pickups in the main route between flags, it will make things very hectic, with everyone on full ammo all the time, and no defender need ever abandon their position. It makes it easier for the defence. If you spread things out more, defenders have to either move away from their positions to rearm, or be flexible in which weapon they use. Gives the attackers a few more opportunities to push into the base. So, the answer to "where do you put the pickups?" is "depends on playtesting". From my quick play, I feel that sniper and rocket dominate in the defensive position, so I'd be tempted to make it require a bit of effort to keep yourself supplied with that ammo. However, I've not played it for long, so more play may make me change my mind. Just keep testing the map, and if one weapon makes life too easy for the defence, make it require trips into the midfield to pick it up. If the attackers start to walk all over the defence, give them better stuff right by the flag and/or spawnpoints. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Aug 20 2008 Anchor | ||
Here's an updated version: |
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Aug 20 2008 Anchor | |
Hey! Gameplay - Terrain - Water - General Look - Lighting - Good luck! And if you want more help contact me on msn - myleslambert@hotmail.co.uk Keep at it! -- Portfolio |
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Aug 20 2008 Anchor | ||
I do know how to create meshes, textures, materials, etc. However, I'm currently focusing on blocking out the level. I will take your advice into consideration when I do begin to add meshes to this level. I love the idea of having splashy water by the bridge pylons after I make the water move. Also, there is fog in the level, I took the images from the editor for clarity. Thanks for your imput |
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