Hi everyone,
Recently I have been learning about the UT3 editor through the tutorials on the disk. When I started to think about sketching out some maps I kept wondering what makes a good UT3 map. So that's my question, besides graphics, what makes UT3 map fun to play over and over again? Please don't be afraid to get detailed and have multiple points.
Thank you
Replies
Dear Heavenly Father II and Talbot,
I wrote to tell you what I think makes a good UT3 map. Weapons are important. Because, I need to be able to virtually destroy homeo sapiens. The purple quazar gun. The green acid slime gun. The Flak Cannon. Sniper Rifle. Basicaly, we need everything available to play the game type. That includes weapons, flags, and spawn points.
Once the game type and tools are in mind, I need a fun area to use them in.
Base the playing space off of my abilities. My jumps, dashes, double jumps, rocket jumps, combination-Rocket-Jump-to-Wall-Jump-to-Some-exploitive-Plasma-Gun-Fling-move, I didn't even know about. Create Health and Ammo loops and rhythms I can find and exploit; timed ammo collection distances, strategically placed Spawn points. Make two collide with each other in interesting ways. Create spaces for certain types of play; players who like to camp, players who like to rush, people who like to sneak, people who like to support... Create interesting player interactions through triggers and scripts; a button in one room rotates a bridge in the center of the map. Create funny details, secrets, and penalties; A huge destructible penis statue in the middle of the map. Inside of it is Quad/Tripple Damage. Make a guess, learn what works and what doesn't, and make it better next time.
3===D
Amen.
Unreal Wiki: Legacy:Map Planning
Sjoerd De Jong (aka hourences): The Hows and Whys of Level Design
http://wiki.polycount.net/CategoryEnvironment
It also depends who you ask, a 'competitive' player will give you a different response than a casual player. Bottom line is keep the *flow* clean and uninterrupted and more important build what you want to build (unless you're building up someone else's ideas).