Hey again. I've created two 4 minute videos showing an overview and a gameplay montage of each map. I will use these for tomorrows presentation. I decided to post them onto the blog, since they took time and effort to create. The videos have sound but sadly are not fullscreen. (I need better video editing software).
DM Clocktower Flythrough and Montage
DM-Construct Flythrough and Montage
In tomorrow's presentation I will talk further about the project and the next steps.
Hello again. I have spent the last 1-2 weeks improving the Clocktower map so it's ready for playtesting. I started by fixing the issues Chris raised in our last meeting. The videos I have embedded below show many of the changes I have made.
Upper Gear Kismet
- Re-made the kismet animation so the gears no longer spin, they move
slower, and stop for 1 second at the top and bottom of their descent
making them much easier to jump onto/off.
Lower Gear Kismet
- Re-made the kismet animation so the gears no longer spin, they move
slower, and stop for 0.5 seconds at the top and bottom of their descent
making them much easier to jump onto/off.
Clockhand Kismet
- Removed static rotation property and created Kismet to take it's place.
The Clockhand Kismet,
- Starts pointing towards the platforms
- Stays there for 5 seconds.
- Rotates 360 degrees around the clockface. (takes 20 seconds)
- Arrives pointing towards the platforms.
- Loops.
- Re-made clockface hole in the wall
- Re-made platforms leading to clockhand to require less jumping.
- Removed all the uneeded BSP and static mesh tests from the map.
- Replaced them with a BSP building skyline covered in fog.
- Created a small lift from third floor to fourth.
- Created a small lift from cog room to clockface room.
Three New Rooftops
- Created the building BSP.
- Added two Jump Pads leading to the clocktower roof room.
- Added a jagged hole in the wall leading to the outside buildings.
- Added ramps to the central building.
- Added lights next to the ramps.
- Added a jagged hole in the upper gearlift ceiling.
- Added ventilation structures to the building roofs to provide cover.
- Added fire exit to provide cover on the main building.
- Added link gun, sniper rifle weapon spawns on two of the roofs.
- Added health vials on and around the roofs.
- Added armoured helmet on top of fire exit.
- Added two player spawns on two of the roofs.
- Added small lights on the edges of the building so the edges can be clearly seen when jumping from one building to another.
- Added BSP billboards which will eventually be made into static meshes/textured.
Clocktower Roof Room
- Added cylindrical glass window in room floor. Looks into clockface room.
- Added Dome roof to the room.
- Added two pillars to provide cover in the room/hold up the dome.
- Converted the centre of the dome roof into glass.
Maintenance Hatch BSP
(The maintenance hatches are shown in the "DM Clocktower Roof Room" video above.
- Re-made the maintenance hole BSP leading to the Clockface room and Clocktower roof room to be cylindrical rather than square.
- Created two cylindrical hatches next to the two holes. This provides extra cover in both rooms.
Maintenance Lift Shaft Call Button
- Added a lift call button in the Maintenance lift shaft.
The player must wait 2-3 seconds after pressing the button and then jump into the lift shaft as the lift is about to move past.