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CTF_Mill - Capture the Flag map.

CTF_Mill - Capture the Flag map.

Created by Nicholas Moore

Game Introduction

Genre
First-Person Shooter.
GamePlay
Capture The Flag - players must defend their own team's flag whilst attempting to steal and secure the enemy team's flag.
Target audience & platforms
16+ PC players/Unreal Tournament player base.
Look and Feel
I am aiming to recreate a dark, industrial Steel Mill. with a mixture of concrete and metal surfaces, and a combination of open and closed spaces to facilitate both long and close ranged combat, allowing players to utilise each weapon in the level.

How to Play

The 'X' of Capture the Flag is a competition between two teams, typically red and blue. Players on either team will compete to steal each other's flag whilst retaining security of their own, adding points to the overall score with each successfully captured flag.

System Requirements

Pre-Determined by Unreal Tournament 2015: Minimum recommended system specification (Dated 2015, may be updated now.)

Windows 7 64-bit or Mac OS X 10.9.2 or later.
Dual-core Intel or AMD processor, 2.5 GHz or faster.
DirectX 11 compatible GPU.
4-8GB RAM.

Game Architechture

Game Architecture pre-determined by Unreal Tournament 2015. This includes aspects of architecture such as Features, Mechanics and Interface.

User Interface (controls)

Both Mouse & Keyboard and Gamepad Controls present, usable with Xbox 360/Xbox One PC Controller. -

Keyboard and Mouse,

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WASD - Movement (Forward/Backward/Strafe),

Space Bar - Jump,

Mouse - Aim,

LMB - Primary Fire,

RMB - Secondary fire,

Mouse Wheel - Change Weapon,

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Controller mapped accordingly.

Artwork (design)

The boundaries of the map will be confined to the physical boundaries intended Steel Mill, the north, south, east and west walls.

Camera view will be locked to first person as in Unreal Tournament.

I am aiming for the scale of the world to be a realistic scale, that of an actual steel mill.

Technical Requirements

Art will take place following initial blockout (with any paintovers as and where necessary), Any textures will likely be exported in .TGA file format. Texturing completed with possible use of Quixel suite 2.0


Software Specifications - Minimum (Dated 2015, may be updated now.)

Windows 7 64-bit or Mac OS X 10.9.2 or later.
Dual-core Intel or AMD processor, 2.5 GHz or faster.
DirectX 11 compatible GPU.
4-8GB RAM.


Current Highest Hardware Specifications available to me -


Windows 10 64-bit
Intel i7-4790k
MSi Nvidia GTX970 4gb
32gb RAM. 

With my current hardware specifications, development will be no issue.

Heads Up Display (HUD)

Heads-Up Display is currently pre-determined by Unreal Tournament 2015.

Section will be updated accordingly if any changes to this are to be made.

Characters

Characters are currently pre-determined by Unreal Tournament 2015.
Section will be updated accordingly if any changes to this are to be made.

Level Design

Below is a top-down view, detailing one floor from the map itself and possible flow routes of the map also, elaborating on this, there will be another one or two floors added as navigational aids and escape routes to aid flag bearers, especially if the intended environmental hazard is active and access in the main room is cut off.

This will be updated with concept art, blockouts and meshes accordingly.




Global Elements

The boundaries of the map will be confined to the physical boundaries intended Steel Mill, the north, south, east and west walls.

Camera view will be locked to first person as in Unreal Tournament.

I am aiming for the scale of the world to be a realistic scale, that of an actual steel mill.

The intended addition of an environmental hazard also provides the player with another element of play.

Player View

Below is an example of player view, though the player will obviously be viewing a completely different surround in my map.


Game Flow Chart

This will be filled in in accordance with level blockout, as with no current assets and/or level to show, I cannot create a flowchart for these assets. At least with blockout I will have placeholder items for interactive functional elements within my map.

Development


I will be using my recent experiences in blueprinting and my previous knowledge in Kismet (UDK) to make this level as functional as possible, whilst aiming to make it visually appealing also.

Functions like Matinees, particle effects and atmospheric lighting will hopefully go hand in hand at a further point in development and my map will truly take shape. All elements of Unreal Tournament will be utilised at one point or another, and a mind map displaying all features can be seen below.


Audio & Sound F/x

All audio and Sound FX at their root are pre-determined by Unreal Tournament. (Weapons, jumps etc)

Marketing

The key element of this map which could benefit from some marketing is the intended environmental hazard and as there are not many, if any of these in Unreal as of yet I am intending on making it a key feature in the map. I am aiming to adopt these environmental pieces from titles like Call of Duty, with a mind to adapt it to the world of Unreal Tournament, which may in turn bring some more players to the title.