Collated Blog: Developing A DM Map with UDK

DM-Industrial Wrath

Images of Industrial Wrath for UDK

This document is a collection of blog posts that track the development of DM-Industrial Wrath. It is intended to provide an insight to the process of creating a map with UDK. The posts are presented in their original form.

Stage 1: layout development

Post 1

With this map I was messing around with what I could make using the assets that came with UDK. This version of the map is simply concerned with identifying the style of environment I will make.

Download version 20100227 - (2 MB)

It should be noted that for most maps I have a very clear idea about the theme and environment. Sometimes, however, I enjoy the opportunity to simply explore an idea – to let it grow organically.

Post 2

Here's the next step ... I've started thinking about layout. At this stage I think this will be a small DM map.

Download version 20100228 (2.3 MB)

Post 3

When developing maps, I usually draw rough sketches to help me clarify my thinking about layout of the space. This image below is a scan of one such sketch from my ideas book. (For this map, I only did three sketches and the other two are almost indecipherable doodles.)

sketch of part of layout

Post 4

More of the layout has been 'fleshed out' using major structural elements like pillars and surfaces that the player will move on. I also tried changing the colour of the dominant light (am thinking about setting the map at night, and having it lit by a full moon).

Download version 20100311 (4.7 MB)

Post 5

The game play space is defined now and ready for the next step: game play development.

Download version 20100313 (7.2 MB)

Post 6

I started adding sections of the roof to ensure the environment makes sense (and to prove to myself that the area at the north end of the building, when seen in the top projection in UnrealEd, can be courtyard).

To explain myself: this map started as an exploration of a theme - a broken-down industrial environment. After proving to myself that there are enough assets in UDK to make a map with this theme, I started working on the layout. For me, this involves thinking about the map as a collection of interconnecting and overlapping spaces spread over three dimensions.

With that sorted out (i.e. I could see that the spaces connect well and there is a good flow between them), I then went back to check that I could make those spaces seem real and logical according to the theme. For example, I wanted to check my idea for the roof would look realistic (i.e. that is had enough supports for such an open space). I also wanted to find a second door design for the stairs on the east side of the map.

It is vital to me that there is logic to the spaces in my maps. I believe that this helps to make them seem believable so the player intuitively understands the spaces.

The flow required for deathmatch maps in games like UT is quite distinctive. Unfortunately, this often results in maps that have spaces we intuitively know are impossible or illogical, and this breaks immersion. Rather than thinking 'I feel like this space is real', the logic centres in your brain starting thinking, 'that doesn't seem right'. Great maps are fun because the game play is complemented by a strong sense of immersion.

Stage 2: gameplay development

Post 7

Now that the basic layout is complete, it is time to add the game play actors and test that the map is fun to play.

Download version 20100314 (7.2 MB)

You will note that I have tried to distribute the three weapons evenly around the map (both horizontally and vertically) and to place pickups so that the player keeps moving. I have not added health viles yet - these will come later once I know the places where the player runs low on health (probably the points most distant from the large health pickup). Playerstarts and pathnodes have also been added, so the map can be tested with bots. To play the map with bots: put your cursor in the 3D window in UnrealEd, right-click and select 'Play from here'. Once the map loads, press the tilde key (`/~) and type addbots #, where # is the number of bots you want in the map. I think 2-6 players is an appropriate number - add more at your own peril.

Stage 3: general decoration and lighting

Post 8

I'm now at the point where, after making a few modifications, I am happy with the game play (given the limited number of weapons, pickups and power-ups available, it's not to hard to get this right). So, I am now moving on to a general decoration and lighting pass.

Download version 20100322 (~17 MB).

I am currently working on completing the physical environment. Using this tutorial and an image from CG Textures I have created a brick material that stops the map from looking so uniformly grey. My next process will be to complete the building and its surroundings.

Post 9

The general environment of the map, particularly the area outside the game play space, is now complete to ‘first pass’. There are still a few empty spots that I will need to fill with clutter to make them seem a little more consistent with the rest of the map.

Download version 20100329 (~21 MB)

You will notice there is a really bright green light in the map. I am considering using a triad colour scheme -- yellow/orange + blue + green -- as the basis for the lighting in the map, so I dropped in a light to see if it will work. If I stick with this, I will have to use things like leaking goo from pipes to legitimize / rationalise the inclusion of this colour.

The next step is to decorate the game play space and great rid of the BSP decks. After that, I will start lighting.

Post 10

The map has progressed considerably since the last version and it now includes:

  • lighting in half the areas (working on getting the colour balance and general light intensity consistent with the theme)
  • first pass at the atmospherics - rays of light through the window and height fog (still need to tweak that)
  • built three air conditioning duct staticmeshes to add some variety to the ceilings and add to the industrial theme (used a greenish texture to support the use of that colour in the map's palette)
  • used (for the first time) an emissive material on a sheet static mesh to create the green glow of the goo (borrowed that trick from DM-Deck)
  • added more detail to the walls (but I still need to do more)
  • used some static meshes to break up the monotony of the BSP decks.

Download version 20100406 (~27 MB)

I will keep lighting and decorating the map. At this stage, both these elements need to happen together - often placing a light emphasises how plain (boring) a surface is to the eye. At other times a decoration requires a specific lighting solution. For example, I think that lighting the exterior of the building and the massive tank on the interior will require a different light colour and staticmesh combination.

Post 11

Here's the latest version ... it's almost complete. I have added sounds and a post processing volume that includes a depth of field setting designed to visually separate the game play space from the background.

Download version 20100409 (~30 MB)

One of the things that I do at this stage of development is share the map with people whose opinions about level design I value, namely the Community Bonus Pack team. We have worked together on a number of map packs for UT3 and they are great at providing objective criticism that I find particularly useful. During the development process it is possible to get too close to a map and this makes identifying its flaws and limitations difficult. The CBP3 team will provide me criticism (positive and negative). Everyone who works in creative industries seeks out criticism from colleagues as it helps to make the final product better. I also posted the map on the UDK works in progress forum for feedback. Things left to do:

  • add music
  • complete decoration (a few of the areas are still a bit plain)
  • optimise
Stage 4: finalisation

The map now is the final stages of development: tweaking and optimisation.

Download version 20100522 (35 MB)

After some feedback from CBP3 team members, I have tweaked the placement of the shield belt to make it more difficult to grab. With that done, I added a few more decorations and added a particle system over the green goo to make it look like it is lighting the dust/fog in the air above it. With a few more tweaks, I think the map will be done (well, at least at the stage where I will be happy to get it go).

Stage 4: release

All good things must come to an end. It’s time for me to let this map go – I am happy that the map is at a stage were it is fun to play and makes good use of some of the new features in UDK.

Download the final version (31 MB)

 

Plutonic Design

The maps, images and content included in this blog remain copyright © Chris ‘Plutonic’ Blundell, 2010. For more information refer to http://www.plutonicdesign.com. UDK is copyright © Epic Games. Assets used in this map remain copyright © Epic Games with the exception of those developed Chris ‘Plutonic’ Blundell.