Update: Texture Practice

Today I have been learning about multiple ways to produce textures in PhotoShop from someone else. Here they are:

PatternHoodieHoodiePattern2

These were both using the same hoodie, but turned out with different results.

Tom make this, we created simple patterns using a few tricks in PhotoShop and then defining them as a pattern. After than we opened an A4 document, imported an image and then selected only the image.

With the hoodie selected, I created a new layer, filled it in with a colour (makes the blanks spaces this colour) and added in a pattern overlay using the effects options. The hoodie layer mode was then set to multify. After than it was done.

From this I have learnt some things, but some others I already knewed. The fings I learnt were the following:

  • Layer modes change the layer look massively (only paid attention to it today)

 

  • Some tricks on how to make a pattern quickly, for example: Offset

 

  •  That you can apply patterns to a hole object by selecting it.

 

This practice was useful, but not useful at the moment.

Update: Unreal Tournament Ruins Map Mood Board

tournamix map moodboard 3 Ruins.png

The mood board above is of ruins. The images used was showing that ruins are dirty and ancient.

The following images can be seen above:

  • Cracked stone
  • Mossy stone
  • Dirty and old floor
  • Rats
  • Ruin temple

 

I chose the cracked rock, mossy stone and dirty and old floor because, it fits the inertia of the average ruin, the rats were chosen, because a ruin would  contain some type of rodent, normally in large amounts, but sometimes small.

Finally we come to the ruin temple, I chose this because, every ruin is some type of stone building that has decay, been destroyed or has collapsed. The reason this is important to know is because, if I am going to recreate a ruin, I need to what one looks like.

Update: Unreal Tournament Nature Map Mood Board

tournamix map moodboard 2 Nature.png

The nature map was one of the maps I decided I wanted to do, but it wasn’t the one I really wanted to do.

In the mood board above, you can see the following:

  • Sunshine and Sunflowers
  • Insects
  • Tress with vines
  • Wild animals
  • Desert
  • Weather

 

The reason I added these in is because, this is what I see in nature (There is life and death as well, but it maybe too much).

The sunshine is the weather typically shown to symbolise nature, the flowers come along with it, insects are annoying, but you can’t have nature with them, animals are the same, but nature needs one or the other  to make the scenery feel real, weather gives the atmosphere the feeling of change and the desert is a type of land that I think resembles nature more than other lands, except possibly snow, but it is a close call in my opinion.

Update: Map tools practice

I have been practicing with a variety of 3D map creation tools in the UE4. The link that did help me was this: https://www.youtube.com/watch?v=w2oDxgeBPlI.

The Unreal Engine tutorial has helped me a bit, but I could not for the life of me figure out how to get multiple layers so I can paint on.

This is what I have so far:

TournaMix Tool practice 1.PNG

Note: The final map is going to look much different, because this is just for practice.

A quick tip before you try making complex shapes. They are both Geometry tools or BSP.

Update: Unreal Tournament Map

I have chosen to do the DM-ArcaneTemple map and will start work on it after I have completed my research, mood boards and mind maps. This will be the first part I will be working on:

AcraneTemple underwater passage

There is more on the surface.

The map is on a deathmatch mode and starts off symmetrical with the outside of it being identical and the entrances being the same.

The map uses some outside scenery to immerse the player into the map. The scenery is made even better with the holes in some of the ceiling, so you can see the outside, which makes the maps feel like they are experiencing the map and time goes pass them:

AcraneTemple scenery.png

Something else  that is special about this, is the sky is animated; the clouds move in real time. That may not sound special, but since it came out in 1999, it is very special.

The amount of paths the player can start with is 2. There are so many paths in this map that it is hard to count.

Lets start with the first entrance, which is on the land.

The first path is linear, but after a few seconds, you’ll come to a split path. The path straight forward is a trap, sort of. By entering this you will drop down into the second area entrance. The other path enters you into a massive room:

AcraneTemple hallway.png

In this room you have multiple paths, the first is the way back, the second is forward and the other two are by the sides. The paths on the sides are identical, with a spiral staircase to the top. The path forward will bring you to this room:

AcraneTemple tripple staircase.png

If you follow this all the way up and follow the path, it will put you in the middle of the map, which should look like this:

AcraneTemple Map middle

The side paths also connect to this area.

From seeing all this, we can tell the developers are trying to lure the player towards the middle. On a bonus note, the most loot is found in this area, which again leads the player towards the middle. This is good, because bu luring the player to the middle, most matches won’t last as long and be played if you only have 5 or 10 minutes, for example.

Within this level there are three teleporters, 1 in each team base and one at the triple bridge area, which again lures the player towards the middle.

Analysis: Unreal Tournament CTF-Coret

CTF-Coret to me was rather  boring compared to the other maps, but there were a few good level designs and they are these:

 

CTF-Coret Sniper advantage

This area here is giving players on each side a sniping area, so they can get kills easier, however you are really easy to see, all a player has to do is look up. This is another risk and reward level design, but more on the risk side, because you are very easy to see in that area.

 

CTF-Coret strategy point

This here is a see-through floor and you guessed it, it’s a floor for seeing through. This is a lot different to the one I showed in the last blog post, however this is less of a risk to use, because all you need is a second or two to respond.

Analysis: Unreal Tournament DM-ArcaneTemple

Throughout the map I notice it used portals:

AcraneTemple teleporter

These work really well, because they stick out from the rest of the map. With the use of the teleporter, it makes the map seem bigger than it is.

 

AcraneTemple bridge  This was the next big thing I noticed; A bridge. This bridge may look useful and it is, but by using it you make yourself seen and you can be kill from behind, however the bridge gives you the opportunity to sneak attack enemies. In short it is a risk and reward level design.

 

AcraneTemple Sneak Shoting

This is the next good level design. This floor can be shot from and by doing so gives you easy kills and the enemy will not know what happened (unless they know about the floor area), however someone can sneak up on you and kill you, because you are looking downwards.  Another risk and reward level design.

 

AcraneTemple underwater passage

This is an underwater entrance. This is  to reward players that are adventurist by giving them a shortcut to a certain area or access to an exclusive area. Just by adding an entrance underground, it makes a game more re-playable and enjoyable, while adding in more strategy to the game.

Analysis: Unreal Tournament DM-Agony

I am playing Unreal Tournament and analysing the maps to see what I think is the best to recreate.

The map in this screenshot is DM-Agony

Agony Graphics.png

In this screenshot you are introduced to some interesting scenery.

The scenery tells you that you are underground in some type of dungeon. The lantern indicate that you area in the older time. Straight away there is a weapon in front of you, which allows one of your team to get a head-start, which encourages teamwork, because to survive you need to team up.

Agony Graphics 2

The scenery in this screenshot hints more at where you are, which I believe is a type of mine.

New Project: Characteristics and Context

Who I am and what am what will I be doing?

I am ScribbleChalkEvolve and I am starting a new unit called: Unit 10: Characteristics and contexts in art and design.

 

Unit Introduction

The task I have to do is, to look at three games and determine if the level design, genre and key gameplaye is good or bad, then research the game, either by physical or theoretical testing; Researching the game or playing it.

After I have done the research, I will recreate the map and try to improve it, either on my own or with a partner.

I will update you throughout the project.