UT2004 Level Design - Want Ideas

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. :(
 
badgermonkey said:
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

just make something simple first, like a 1-on-1 map, if you try and make a decent DM or CTF map, you will give up in the first week as you will get bored and lack enhuasiam. If you are not familer with the editor, try making your house outside and inside
 
FishThrower said:
just make something simple first, like a 1-on-1 map, if you try and make a decent DM or CTF map, you will give up in the first week as you will get bored and lack enhuasiam. If you are not familer with the editor, try making your house outside and inside

[Pedantic]A proper 1on1 map isn't simple. There often more complex than typical DM levels (look at DM-1on1-Roughinery for a fine example of a 1on1 level)[/Pedantic]

Don't limit yourself to something like making your house, the stock game is rubbish for realistic levels, due to the movement and the selection of meshes and textures. It is possible, but you would be far better off with creating something as different as possible. Let your imagination go wild.

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.
 
I always liked the beach assault map in UT GOTY. I like the idea of being up against the odds like that.
 
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 :)
 
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.
 
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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