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T/DM_Pillarino - A TDM & DM UT map type.

T/DM_Pillarino - A TDM & DM UT map type.

Created by Wayne Marsden

Map Introduction

Genre
First-Person Shooter.
Game Type
DM - Death Match.
Target audience & platforms
Current and ongoing UT player base with design catering towards the female demographic.
Look and Feel
The game should immerse you into a world full of elements borrowed from Chinese culture. Embedded within should be references that connect both culturally and with the map type.

Background / Culture

DM-Pillarino will be representing Chinese cultural references throughout it's design. Although no story needs to be woven in, I do feel it's important that if I have a strict theme and a personal set of rules for my designs, patterns and so on and so forth that they hold significance.

Unreal Tournament - How to Play

• https://wiki.unrealengine.com/Category:UT_How_to_Play
• https://www.unrealtournament.com/blog/how-to-play-unreal-tournament-what-is-ut/
• https://www.unrealtournament.com/blog/how-to-play-unreal-tournament-movement-basics-part-one/
• https://www.unrealtournament.com/blog/how-to-play-unreal-tournament-movement-basics-part-two/
• https://www.unrealtournament.com/blog/how-to-play-unreal-tournament-hud-and-on-screen-information/

System Requirements

Generic system requirements for UT are as follows:

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

8GB RAM (4 GB rumoured early days)


My specifications are wildly above the minimum so testing will be hard personally however I do have an old computer lying about and know friends with spare computers that will be able to help test my map when finished just to ensure that the general textures and meshes brought in aren't hindering performance as UT has to run smoothly to keep its functionality in tact.


As version 1.0 hits the community I'll ensure to request testing the map on lower rigs where possible and have specific feedback regarding the FPS.

Game Architechture

The game architecture which consists of:
• Concept
• Paradigm
• Feature
• Mechanic
• Interface
are each already pre determined by the Unreal Tournament game itself.

A quick flow chart showing the general idea can be seen below.



User Interface (controls)

Map interaction will use the common 'E' activation bind to lower the barriers. There's no need for me to change this to anything else given that it's for UT and that people are familiar with using the default of 'E' for doors, lifts and so on.

Artwork (design)

Everything within my map will be heavily based upon several elements borrowed from Chinese culture. As such the main focal and central point of the map will consist of the below pillar. The ideas, designs, colours and basic all-round theme will stem from this as a starting point.



Map Asset Centre Piece - Traits / Comparisons:

• Terracotta base
• Terracotta army, named as such due to their design and creation.
• Porcelain base on tiles, made in China
• Roof architecture similar to the Chinese pagodas
• You can see the beginnings of a pagoda-esque roof on my pillar which will be modified going forward.
• Burgundy pillars and general colour scheme reminiscent of the Chinese lucky colour
• Chinese New Year associate the colour red to their lucky envelopes – the tones shown are of the same palette and can be interchangeable quite easily.
• You can see shades of red / burgundy on my central pillar and the flames at the sides.
• Gold tile patterns very fitting of Chinese culture
• The tiled patterns I have chosen to use intentionally share similar traits and bare an uncanny resemblance to patterns already seen on gold embroidered patterns within various Chinese culture.

• Ability to directly replace the gold circular mosaics imprinted onto my pillar with the Chinese Zodiac as there are a multitude of versions of this.

Map Design / Layout

Here I'll detail the progression of the map top down and layout.

Firstly here's a rough idea with power-ups and weapon placements sketched in.


Here's an idea of the concept and background story / Chinese culture integrated into my map. You can see the idea of the tower / structures and the association to their correct yin / yang.

Basic idea of the yin / yang placement surrounding the central area.



Building from the last you can see the yin yang placement idea around the central pillar. Note their placement and corresponding structure - being opposites.

Global Elements

Boundaries, neutral objects, camera views and scale of the world will be detailed in more depth at the block out stage.


Although the map size is pretty standard and pre determined by UT of which the map is built to work within - boundaries / blocking volumes will need fine tuning during blockout and additional mesh / object placement otherwise there'll be fatal errors and means to exploit my map design.

Map Interaction Flow Chart (Pseudocode)

Object, properties and their actions will be detailed and populated at the initial block out stage. These are likely to change if set in stone from the concept stage so I'll set my initial as I import custom meshes and finalise settings such as collision, visibility and player interaction.

Development - Blueprints Only

My map will consist of a small section of Blueprints which will control the raising and lowering of the Yin and Yang barriers.

It will in part somewhat resemble the following image:


As pseudocode it will loosely look something like this to quickly address a few changes from the above image. Essentially this will translate into the player pressing 'E' and a matinee lowering the barriers initiating. After a delay which is subject to change (STC) it will reverse.


There are obvious flaws at hand here especially in a game like Unreal Tournament. I'll be remedying these issues by introducing a number of additions such as 'DoOnce' and 'Sequence' nodes alongside potential implementation of Boolean and Float variable use. This would allow me to dictate the pace and how often this can be accessed to stop abuse and player camping tower spots.

Final Blueprints

Here is the level blueprint specifically to play and reverse the matinee.


And here is the actual drop and dragged blueprint for the yin and yang barriers.

This is broken down into 2 sections, one controls the actual event handler and the other is the text informing the players of the current barrier status (if any).



Technical Requirements

As it stands there are currently no additional technical requirements for the audio content.

The bulk of the sounds will stem from UT itself such as the sound effects. Any additional audio added will be properly compressed and / or converted if need be.

Player Elements

As this is a map and not really focusing on the player or changes to the player in any way shape or form these will be standard UT weapon sounds, default grunts and so on.

Key Features

In regards to community competition and other projects in development there are generally always other map types that will be the same map type or orientation as your own. For example, my map type will be that of a figure of 8 a DM game type. This is generally unavoidable due to the small selection of match types available.

• Having played a selection of the map types in development and reading the overviews I found that none were actually using the theme I've chosen. It’s also unique to my pillar design which I spent lots of time carefully texturing and designing for unit 69.

• Essentially I’ll be aiming for a big aesthetic selling point with a simple and straight forward map catering only to death match. There will be careful placement of weapons, armour and power ups of course – but ultimately the game will flow quite well, utilising tried and tested methods and won’t deviate much from the proven figure of 8 style.
• The figure of 8 meet up at the central location around my pillar constantly serves as a reminder of my theme to the player. Yin & yangs surround my pillar and serve as a means to hide / run around. Because there’s 4 – 2 on each side this plays directly into the map type and layout / spawn of blue and red teams.
• Vertically placed Yangs (from a top down point of view) and horizontally placed Yins have several layers of depth and again force the player to be immersed within the theme. Again, aesthetics.
• Each elemental tower will have a unique means to scale it. Atop will be power ups and weapons.

Future Development / DLC / Marketplace

In regards to potential map changes, tweaks and improvements going forward there is a possibility of utilising:
• The Chinese Zodiac.
        â€¢ With ‘12’ elements these could possibly either replace the elemental towers in my map and essentially create / open up a new field of play with lots more variation and possibility on weapon type per element atop each tower or even run with integration at ground level so for example having passages with Zodiac influence occurring.
• Seasonal map changes.
        â€¢ Example ‘Lucky Red Envelopes’ – another means to keep the background story and the overall theme in line. For Chinese New Year my map could integrate this on a purely aesthetic level.
• General cultural / philosophical changes / implementation.
        â€¢ Terracotta warriors – Widely considered one of the greatest discoveries of the 20th Century.
• And many more…