This is what I submitted to the MapCoreContest. There are some flaws but I'm pretty happy for how it turned out. Considering it was a map that I worked on for only a few hours a week.
This is gonna be the last update until I submit. I would love to know what y'all think about it, as long as its constructive! Whether that is the design, spawn points, prop placement, lighting, etc. I would like to know what you guys have in mind to make the next map better.
Download Link: https://db.tt/5oLstJnN
I wish I had more time to add some more uniqueness to the bits of the map. I tried my best to give sections of the map landmarks in thinking if this map was ever played competitively. (i.e. Room full of metal, open roof, etc.)
Quick update for the Turf map for the Mapcore contest. (Mostly because Jenny made me self conscious about my last update).
I've been placing some assets within the level and trying to light the map properly. July 4th is the deadline for the contest. So here's some pictures to take a look at I'll try to toss another update between now and then.
It's been awhile since I've last updated. Mostly because I got distracted with Uncharted, Overwatch, and Paragon (which you guys should totally get around to checking out). Buuuuut, now that I beat Uncharted and played "enough" Overwatch/Paragon, I have a small update for the Mapcore contest.
I officially named the map "UT-Turf". It's been submitted for phase 1 of the contest. (Which is just to submit a whitebox layout with player/weapon spawns around the map). Phase 2 is supposed to be more focused around art and polish. Polish can also imply that there will be improvements to gameplay. If you guys are interested, and have Unreal installed, you can take a look at it here (https://db.tt/5oLstJnN).
Currently I'm just trying to find the feel and look for the map. I decided to go with the whole "medevil-metal-look-future-fi". I scavenged the props Epic has and now I'm just gonna try to populate and light this level as best as I can.
That's all I got for now. For real though, you guys need to at least play Uncharted. Naughty Dog's story telling is only getting better.
Its been a slow process to get something I feel happy with so I'll share a sneak peek on some of what I'm starting to like. This is probably the third iteration so far when it comes to tweaking some heights and jumps.
Currently I'm trying to get a good map flow with some good last minute twitch choices. Since Unreal Tournament is super fast paced. Not to mention all the new movement like wall running and sliding.
This is what I currently sent for the May 2nd update for Phase 1! I'll send another update on where I'm at currently for Phase 2. Back to work!
I know I promised a snapshot update for some Outer Spice. BUT I had to pause for a sweet level design contest going on.
Mapcore and Epic Games are teaming up to help generate some buzz around Unreal Tournament. On top of getting the modding community pumped to start creating some community driven maps. Probably to kinda copy what Counter-Strike : Global Offensive is doing.
For now I'm putting Outer Spice is going to be put on hold for a bit, or at least throttle down to a snail speed. Since I'm going to throw my hat into the ring and give this contest a shot to help polish off my rust on arena FPS level building.
It's a start. It's funny the first thing I saw was a Starcraft 2 valentines day post they made long ago. It was totally unintentional, but I kinda like it. The goal for this design is going to have to focus on height and mobility.
Mapcore is giving designers one month for a design to submit before we move onto the next phase. Which is filling out the greybox with some art, collision, lighting, etc.
Anywho I'm gonna get back to working on some stuff.