Tuesday, 31 July 2012
DM-Nightwatch WIP 3
Today I added in another route to the Shock Rifle in the form of these stairs. I put it in because getting to the gun felt long winded if you spawned on the ground floor. Having another route to it makes it quicker to get to and it means that more players can be moving on their own towards at the same time, so that the gun is more in play.
The route made to feel quite secretive by using the small orange lights of the corridors and by putting in a double jump at end, so that a little bit of skill and risk is needed.
Having this new bit means there is increased risk in getting the rocket launcher, as it can be used as a sniping spot, with a direct view of the launcher. It doesn't end up feeling exploitive though, as your view from there is pretty limited.
I also made a change to this area.
Originally you could jump from the balcony in the main open area to the platform to collect the Rocket Launcher there. It was a one way route, with the idea that a player who has walked up on to the balcony can decide if they want to go for the Shock Rifle, or spend more of their time to get the Rocket Launcher. The Rocker Launcher was usually ignored in favor of the Shock Rifle, simply because you could get to it quicker.
If changed the jump so that it is a two way route, so that a player who has collected the Launcher can hop onto the balcony and use its height advantage.
I'm starting to feel happy with the layout now. After more testing I'm going to start placing down UDK art assets. I may also decide to call it finished.
Labels:
DM-Nightwatch,
UDK
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Nice work! I'm planning to make a few maps for Unreal (1) in the future. I experimented with UnrealEd a couple of times but still I have alot to learn about it.
ReplyDeleteSeems like you know your way around with it :-).
I'm currently making a map for Quake II. Not as easy as one might think.
Anyway, good luck!