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UT2K3 Level Design

Started by June 01, 2003 07:34 PM
4 comments, last by Malkav 21 years, 8 months ago
What, in your opinion, makes an Unreal DeathMatch level fun to play? What key elements do you enjoy about your favrotie maps? What do you think maps need in order to make them fun? There''s no write or wrong answer to this question. I''m just curious as to what people find fun about their favrotie maps, or wish they could see in future maps.
quote:
Original post by Malkav
There''s no write or wrong answer


Dumass.

Back on topic, the key elements are level flow, item placement, and having lots of different interweaving routes though the level. Also needs to be supportive of different styles of play and have a consistant look-and-feel.
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quote:
Original post by OrangyTang
Dumass.





Dumbass

<a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=159690">Dumass</a>. Also, try checking out Cliffy B''s ownage at planetunreal for some good design guidelines.
Yes, I''ve gone through plenty of articles written by professionals in the industry. My question here is geared towards the people who play the games, rather than those who make them. In every game everyone has a map they love and a map they hate, or a few of each. They differ from person to person though. I''m just curious as to why someone may find a particular map interesting while another might not. A developer may make a map thinking it will be the next-greatest-thing, but it may ultimately flop. Yet there still may be that one player that clings to the map, thinking it better than the rest. What element did they see that the rest did not?

Basically, the question I have is one of curiousity. As far as UT2K3 goes, what makes you, the player, determine wheather this map is enjoyable, or just another pile of dung? And if you have examples of maps, feel free to list them down (if they aren''t included with the game or the official bonus packs, go ahead and link to the map to download as well).
Nothing makes UT2K3 levels fun to play. Except for a few good ones (Tokara, Antalus), they were pretty much sh*t. I was very very dissappointed with the selection of levels, dissappointed as much as i had been impressed with the level selection in the original UT. Many levels exist simply to show off the engine. So i''ll use an example from the original.

I absolutely love the level Phobos Moon from the original. It was incredible... it had arena-style combat in a multi-level (understatement) atrium.. it had tunnels for close combat, it had a flat up-side for wide combat, and a tower for sniping. All types of combat were accounted for, and they were all practical. One thing i love in a level is visuals.. flow takes precedence, of course, but i can''t stand playing in a level that looks ugly as hell, even if it has great gameplay..
Disclaimer: "I am in no way qualified to present advice on any topic concerning anything and can not be held responsible for any damages that my advice may incurr (due to neither my negligence nor yours)"

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