Monday, May 26, 2008

Portfolio DarkSector(mmo) UC and UT2003

This is a run through for all the maps for these games. The only thing that might need some clarification is the DarkSector MMO part. Before 2000, Dark Sector was going to be a massively multiplayer online game, using the Unreal Engine 1.0. These maps were done in Unreal tournament as contract work for that game. After UC DE started a new project, losely based on and using the name Dark Sector.


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Unreal Championship/ Unreal Tournament 2003 (2001-2002)
on site work for Digital Extremes

I arrived in Canada at the start of January 2001. I was going to convert my maps over to the DarkSector build but the day after I arrived we got news that we were asked to make the Xbox version of Unreal Tournament. This later on turned into a bigger thing and became Unreal championship on the Xbox and Unreal Tournament 2003 on the PC.

We got our hands on the new tech of Unreal Engine 2.0 and had to learn how to work with staticmeshes etc etc. It was hard to get the game to run on the Xbox, so after half a year we decided to make all levels completely in 3d modeling programs and import them as staticmeshes.

In October 2001 new engine improvements came through and we had to do a content re-start, using smaller staticmeshes and then new and improved BSP. This restart meant that a lot of maps were cut or were heavily changed throughout development. Some stayed around a bit too long and new ones might have been better suited. Run speeds and sizes kept changing which greatly influenced how maps felt. In the end though, I am quite proud of the project.

I think Unreal Championship was a lot of fun to play on the Xbox, and UT2k3 really pushed the dodging and movement like no other game before.

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DM-Oceanic/Vidona is a small DM map, with big windows looking out over the ocean floor. I tried to get a sense of a different location and bring some life to the place by having fish and sharks swim around. The layout was a bit too cramped in the end and I hadn't thought the double jump / wall dodge would become so prevalent. So especially on PC this map feels very claustrophobic.

I was responsible for most of the layout / meshing / lighting and bug fixing.

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CTF-Geothermal was based off of CTF-Kretzig. A simple layout with a two layered middle room and two ways into the flag room. In the end a very frantic map and it is quite hard to score on it.

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DOM-ScorchedEarth is a double domination map. You start in the centre spawning up on a ledge off of these spiky statues. You jump down and can move to the left or right tower with each a control point. Again a rather small and frantic map. Watch where you jump to not fall off into the lava! Mhuahaha!

I was responsible for most of the layout / meshing / and bug fixing. James Schmalz and Pancho Eekels both did a pass on lighting / other visuals.

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BR-Endagra/Bifrost. Bombingrun! A very fun gametype that was perfected in UT2004 when passing was fixed / done right. I designed the bases to be hard to enter. With short cuts for attacker without the bomb, to soften the defenders from behind. Scoring requires team work and a good aim. In the PC version the glass was removed out of the big dome, making the map rather easy to score on instead of hard. The outside was designed by Dave Ewing. It was a fun collaboration.

I was responsible for half of the layout / meshing / lighting and all the bug fixing.

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DM-DE-Ironic(UT2k3) is a small Deathmatch level, mixing different meshes to create a new feel. Most of the meshes used in the level were stock meshes that came with UT2003 but some new ones were made (the windows and plants). I wanted players of this level to feel comfortable, that's why there is lots of sunlight and green plants. Gameplay wise I wanted this level to be suitable for hardcore players. There are lots of opportunities for trick jumping and the powerups are well balanced. No super weapons or powerups were added outside of the big armor. I am very glad this level was well received.

I was responsible for most of the layout / meshing / lighting and bug fixing.

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BR-Adrift(UC) and DOM-Deserted(UC) were both made as split screen maps, they are very bare in decorations to improve framerate in 4 player splitscreen. Later on we found we could support splitscreen in all maps. Both these maps had the same idea, one set in the desert and the other on an icy plateau. I wanted to break away the barriers always enclosing maps. No water or cliffs. This allowed for a more open and a less confined feeling while running outside.

I was responsible for most of the layout / meshing / lighting and bug fixing. I had a lot of help getting the skybox in Adrift just right from Matt Tremblay and Mike Leathem.

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Dark Sector MMO (2000)
contract work for Digital Extremes

CTF-Kretzig was my first none DM map. It had an 8 shaped layout with an underwater part that brought you from base to base. It was made in Unreal Tournament and sold to be used as a Dark Sector arena. It later got converted to Unreal Championship. Unfortunately the underwater part had to be removed, since UC didn't have swimming. It lost a lot of its interest because of this lack of a third route. I also made two DM maps and three or four Rocket Arenas to be used in DarkSector (the mmo). None of these ended up getting used for any game.

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