Hey so I really wasn't lying yesterday when I said I was for real or that there was more in store.
I just finished a level off the other day called "Mystic Meteors." I knew from the beginning that I wanted a map where the cool gimmick was that a meteor would fall from the sky and kill anyone in their path. So I got to messing around with UT3 again and kismet and I made something I'm particularly proud and fond of.
I started by building a symmetrical terrain and laying out some paths. I knew where I wanted a crater to be in the beginning and generally how I wanted the layout of the flag bases to be.
I blocked out some basic BSPs intending to cover up a lot with static meshes. I created the platforms above the crater because I knew I wanted to have a broken bridge above where the meteor hits. If just to give the map some interesting versatility. Also because I apparently just like bridges.
Here's the first pass updated with some static meshes.
Again from the top looking down.
Better look at the bridge in the middle. I was pretty happy with how it turned out, so it didn't end up seeing much change in final.
Here's how the paths to the flagbase looked in the beginning. One entrance straight from the main base door and side paths on either side. I just couldn't quite figure out why it wasn't working gameplay wise..
Here you can see the early stages of one of the side areas. I wasn't quite sure what I wanted from it aesthetically, but I knew the gameplay purpose was there to have an area you can really weave in and out of when flag carrying.
I ended up really disliking the mesh I used as a roof on the side of the map with the BioRifle. So I redid it with BSPs!
Realized the trees were pointless in front of each base. No matter how much of a hippy I am. I decided to make the terrain more interesting as a compromise.
Still didn't know aesthetically what to do with the Flak Gun area! I opted to give it a roof for line of sight reasons and just move the BSPs up to match. Also a big hole on the side where the BioRifle is because I decided the map needed a second meteor. I added those blue beams of light as a sort of player feedback so that when the game says "incoming meteor!" the player doesn't feel like they were killed unfairly.
Opted to make the flag room a double-decker. Maybe this will make it play better? I realized later that this was only part of the solution.
When I thought I was done the first time. It didn't feel right with the lighting so I opted for some sunset feeling, but it still doesn't feel right. Keep working!
Started adding decorative meshes and trims everywhere. Redid some texture work and terrain painting. Visual overhaul!
Flak Gun area is finished! I found it's visual identity finally. I shrunk the roof a bit and put some statues to hold it up to at least make all of those columns feel somewhat connected visually. Added some atmospheric blue lighting.
The hippy in me did not quit. If I can't have trees in my map they can damn sure be the backdrop. It helps that it makes me my map look better in the long run I think.
Fed up with the flag room I decided to expand my terrain and build me a mountain. Probably would be way more interesting if you had to get a flag from the top of the hill.
Almost done with the blue base mountain! Smoothed things out, painted the pathways and whatnot.
View from the flag!
Redid the flag room to match the aesthetic of the rest of the level. Things really feel like they're coming together at this point.
Couldn't dig my bright day time lighting or the sunset lighting so I decided to overhaul it all with a moon lit level instead! Throw in some heightfog for good mix.
Red base decorated with mountain and flag in background. Plays a ton better than before.
Alright lets get bot pathing!
More paths from the center area.
The pathing view from overhead.
Here are the kismets for the decorative floating orbs near each team's base.
Kismet work for basic doors at each of the bases.
Kismet work for basic elevator lifts.
The coup de grace for this map: the kismet work for the falling meteors. After the level starts the Meteor will pick a random time every two minutes to strike.
Final view overhead and unlit. Fire is where the meteors strike.
And yeah I guess that's it for now. I'm trying to cut up some video footage or gifs as well so expect those up soon.