For that first concrete project at SupInfoGame, the goal was, by teams of 4-5 people, to train Level Designing under Unreal Development Kit (obsolete today).
Instructions were simple: Produce a map within 2 days for Unreal Tournament III (so competitive FPS) which demo was available with the engine.
The underlying objective was to show us by practice how gameplay intentions can influence the Level Design.
THe team (everybody being Game Designer, Level Designer and Programmer at that point):
- Pablo Cruz-Lara
- Baptiste Dubessay
- Moi-même
- Yann Sarrat
- Benbadis Slimani
Our intention was quickly to go against the general horizontality of multiplayer maps. Create a close space where players are forced to move quickly between the various floors.
After unanimously agreeing on a cylinder shape for this environment, few rules and mechanisms were set:
- Playable space is composed of 5 floors with a wild open area where shoots are gathered and forcing the verticality of movements;
- Each floor must not be too deep and include holes on their floor so players can not camp against the wall. Again, to force mobility;
- Bumpers on each floor allow players to get thrown on uper floors by the open central area;
- Portals on first and last floors allow players to quickly travels between those 2 and turn situations in their advantage.
Installation::
Copy “ParkingCouvert” folder in the “Maps” one from UDK
(path: UDK\UDK-XXXX-XX\Engine\Content\Maps)
Launch UDK Game if you want to play the map directly, or UDK Editor to explore it. Simply launch
“DM-parkingcouvert_p.udk”.