Unreal Tournament Deathmatch Maps:
Project Overview:
I have always been a fan of multiplayer games. Whether battling alongside or against my friends, the challenge of testing my skills with other players is something I always enjoy. Wanting to explore some multiplayer design, I decided to build two maps for Unreal Tournament. The following maps, Crater and Reactor, each focus on providing players an old school experience, similar to Doom and Quake. Each level boasts several arenas for players to battle in as they try to control certain powerful weapons or pick ups. Each map pushes players to play tactically, to allow for multiple routes into and out of combat, and encourage player engagement through weapon, power up, and ammunition placement.
Level Overview: Crater
Development Summary Crater:
- Game: Unreal Tournament
- Engine: Unreal 4
- Development Time: 2 weeks
- Genre: First-Person-Shooter, Deathmatch
Level Goals Crater:
- Unique spaces and rooms which promote quick decision making
- Central, 2-story arena with surrounding, smaller arenas
- Multiple routes for attack and escape
- Weapon and pickup placement which encourages player interaction
Crater Summary:
Having built some multiplayer maps in the past, one of my most common critiques had been that players did not know where they were in relation to the rest of the map. This is because I tended to, early in my career, design maps that were fairly symmetrical. While a map being symmetrical is not a negative when it comes to certain game modes, such as capture the flag, in the case of deathmatch maps it can confuse and frustrate players because they do not know what to do and where to go. Deathmatch maps, need to do more than just be a cool map that players find visually awesome. A good map provides players information, even if the player does not consciously recognize it, so the player can make tactical decisions depending on their location and the current state of the game. The difference between a good and bad map is when the player can go, "Oh, I'm spawned here. I could go for the X in the next room, or Y in the other room... I'll grab one of those before heading out," as opposed to, "Alright I died. Let's try this again."
While Crater may have explore certain ideas that were new to me or outside my comfort zone, I also kept true to many proven design tactics that I had seen both in practice and in my own play. One such example is the separation of weapon and ammunition. If you place down a powerful weapon right next to a supply of its ammunition, there is little reason for a player to move from that position. They will happily sit and camp, killing all in their path so they can keep using the powerful weapon without fear of effective reprisal. With this in mind, I purposefully placed certain weapons away from where they would be most effective and/or away from a hefty stock of ammunition. One example of this is the grenade launcher. While arguably not the most powerful weapon, when you are able to rain death from above, it can become almost as effective as the flak cannon or rocket launcher. To mitigate this, I separated the grenade launcher from its ammunition and forced players to journey across the map to get more. And while I placed the spawn for the grenade launcher in a decent spot to lob shots from, it is far from ideal and forces players to step into various lanes of fire, opening themselves to being flanked before they really begin to rake in the kills.
With this in mind, I decided to make a map that was asymmetrical but still felt like an actual place that humans used before it was turned into a deathmatch arena. This lead to a map that has visually distinct rooms, each with their own inferred purpose. After sketching out the map, and building out some of the areas, I created a small story for the level so it could inform my design decisions. I began to see the map as a recently abandoned facility in the middle of an active volcano. Here the researchers and science team performed various experiments and gathered energy for later use. This story helped to influence the design of the various rooms in the facility such as my personal favorite the Arboretum, which you can see in the picture on the left. In this room, the players can battle through the remnants of the science team's plant related experiments, hiding behind planters of ferns and bushes, and firing through the central bundle of trees. While this room and others were fun to design, they serve the important purpose of providing players the necessary landmarks needed to make decisions and build a personal map of the level.
Overall, I feel that Crater is a very strong level that I am glad I put together. I explored using various texturing techniques, continued to build my knowledge of level design, and had fun while doing it. Given enough time and resources, I would love to explore polishing the level beyond its current state.
Level Overview: Reactor
Level Goals Reactor:
- Game: Unreal Tournament
- Engine: Unreal 4
- Development Time: 2 weeks
- Genre: First-Person-Shooter, Deathmatch
Level Goals Reactor:
- Small, simple level layout to promote tactical decisions
- Three major rooms with distinct flavors
- Weapon and pickup placement that encourages movement and conflict
Reactor Summary:
Another map that I built around the same time as Crater was Reactor, so named for the large imposing reactor in one of the level's three main rooms. Reactor is a smaller level when compared to Crater, but still operates under many of the same ideals. Distinct, and interesting rooms provide players information about where they are, where the other players might be, and what weapons are within easy reach. One unique aspect of this map is the use of sliding doors. One maps from the original Quake played with the idea of using sliding doors to block off a central room which contained some of the more powerful weapons and pick ups. However, players knew when someone was heading for these items because when the player went through the doors, there was a loud moving and closing sound. This informed the other players as to their potential prey's location, an idea taken even further if players went through multiple doors, allowing others to effectively track their opponents' movements. While this level does play with that idea, it also provides players a simple, easy to understand map with some solid gameplay.
During the development of this level, I ran into an interesting problem. One feature of this map is the two hallways that run across the middle of the map which connect all of the major rooms. While they are filled with various assets to try and have different routes in and out of them, I was surprised when one of my playtesters still stated they had no idea whether they were on the first or second floor. Even though the hallways were different due to a number of aspects and details, players still found themselves unable to make accurate decisions that kept them out of combat until they were ready. Seeing this, I decided to use this opportunity to add some flavor to the level while answering the players' problems. By carving into the floor and setting pipes into the ground, I created an obvious difference between the two hallways that took only a second for players to recognize and put to use in their struggle for survival.
Another small portion of the level that I feel plays well is the blue banners room as seen in the image on the right. One of my guiding principles that I use whenever I build a multiplayer level is the idea of over, under, around, and through. By keeping this idea in mind, it helps to ensure that a space is used to its fullest. Through the inclusion of the central arched platform, players are able to play on top of the platform, around it, and through it, leading to surprise flanks, clever escapes, and death from above. And with the placement of various pick ups and weapons, players are encouraged to investigate all of the potential routes as each offers something useful to either keep battling or turn the tide. The effect of the central platform is further expanded upon through the rest of the room. As player ride the lift on the right side of the room, they gain easy access to either attacking those on top of the platform or to taking it for themselves. This leads to a pseudo game of king of the hill as players jump on, and attack from all sides.
While the level is small, it still provides players fun moments of intense action. Whether it is jumping onto the reactor's walkway to grab the rocket launcher; ducking in, out, and around the central platform of the blue room; or turning the corner with your flak cannon and blowing someone away, Reactor provides players with plenty of opportunities for cool moments and awesome fun. Given more time, I would like to add more to the level and see how else it could be improved, but I do look forward to taking the lessons I learned here and applying them to the next level.