In this time I have finished almost all of the third BSP Design. (DM-Construct).
I've added additional BSP structures to round out the map, and make it more complete. I've also added hollow cylindrical pipes to the ground which can be moved through, and used as cover.
Crane Kismet Animation
The crane has been implemented using BSP to demonstrate the concept. (Eventually this will be replaced by a static mesh modelled using 3ds max).
The crane Kismet animation sequence goes like this -

1. The crane rotates from building A to building B which takes 5 seconds.
2. The crane is stationary for 5 seconds at building B.
3. The crane rotates from building B back to building A which again takes 5 seconds.
4. The crane is stationary for 5 seconds at building A.
5. The cycle repeats starting from step 1.
Screenshots
The following screenshots show both the BSP view and the in-game view of the map. I have placed the new BSP screenshots below the older versions so the additions can be clearly seen.
BSP showing Construct V1 from above.
BSP showing Construct V2 from above.
BSP showing Construct V1 from the side.
BSP showing ConstructV2 from the side.
Screenshot taken in editor showing the bottom side of the map.
Screenshot taken in editor showing the edge of the map.
Screenshot taken in editor showing the top side of the map.
DM-ConstructV2 Video
This video shows several different routes players can take to navigate the map. The most powerful weapons (Redeemer) and power-ups (U Damage) are placed near the centre of the map to encourage players to fight around this area.
What's Next
Ground Height
Currently a player can see across the entire map from the ground floor which reduces the importance of gaining the high ground. To combat this I will use the Unreal Editor's terrain tool to 'paint' both high and low areas onto the ground. This will help to break up the sightlines currently existing in the map, which should motivate players to climb the structures and gain the height advantage.
Playtesting
Next week (likely Monday/Tuesday) I will begin the playtesting phase on the Clocktower and Construct BSP designs.
I will use a video recording program such as FRAPS to record players playing the maps vs bots. I wll also take notes while watching the games. (I will also create a video of myself playing against bots on both maps).
I'll post the videos onto the blog and comment on what players found confusing, or frustrating while playing the maps. I will use this feedback to improve the designs
After that's done I will need to finish the second BSP design, the otherwordly temple.
- Sam







No comments:
Post a Comment