UT2004 Level Design - Want Ideas

Soldato
Joined
4 Mar 2006
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Wales
Hey all,

I'm going to be starting work on designing a level in UT2004. I've come up with several thoughts, but no solid ideas, can anyone give me sugestions? :)

EDIT: A very open ended problem I know. I'm after potential ideas for setting perhaps, any strategic features you think would be cool to include etc. Basically a I'm brainstorming at the moment :)

Or does it have to be a "mind-web" or whatever? :o
 
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sup3rc0w said:
I think you need to keep in mind which Gametype you are making the map for.
Is this for Deathmatch/AS/Vehicle AS/CTF/DDom/ et etc ?


Going for either deathmatch or CTF. Deathmatch is easier as I wouldn't have to faff around balancing the sides, however if whatever I'm making looks like it would make a good CTF, I might alter it slightly and do that while making it :)
 
sup3rc0w said:
Then I really suggest you dont make a map with loads of levels, or low mavity crap, checkout all the decent Dm servers, and you will see that maps on rotation/being voted for the most.
I reckon campgrounds is probably in the top 3, something like it should be great


I've always agreed on low grav being crap :p

I reckon I'll have to include at least an extra plane over or below the first, 3D maps are better, plus you can faff around with strategies for viewpoints that way!

I'll probably start on idea sketches this week, upload them end of the week maybe for advice :)
 
PinkFloyd said:
If your getting any problems with the editor add me on msn and gimme a shout :)


I might well do :)


Also @ the people who mentioned startng drawing etc, then moving up to the basic design and so forth... I already know this thanks :) I've made maps for CSS before, just at the time I wasn't motivated enough to get to grips with the editor. :(
 
PinkFloyd said:
If you are working on a level idea that you find interesting you won't give up, I know this too well after last semester having to create an Assault level for UT (I do games design btw) following a brief that was mind numbingly boring, needless to say I left it to the last minute so visually my map looks rushed.


Me = Computer Games Development ;)

I'm thinking of taking the basic carpark kind of design (Couple of levels, with halfway bits between), and converting it to something more in keeping with the UT universe. we'll see :)
 
PinkFloyd said:
Large rooms in Unreal aren't great if your using standard UT weapons (hitscane pwnage), try and keep the areas small for carparks, otherwise the flatness and openness will not be much fun to play in, lots of cars spread out to create a different height in the main areas.


Like I said, it's the basic design idea, but it'll be changed, and it won't be a carpark :)

I hate open spaces :p
 
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