Train2Game - Designer Challenge - Week 1 Entries

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Uploaded by on Jul 15, 2010

Apologies to whyte for not including his entry.

Song is an OCRemix - ocremix.org/remix/OCR01730/

Visit http://forum.train2game.com/showthread.php/3970 for more info on the challenge.

Quoted from the original thread
"The challenge is to design and develop a four-player Deathmatch map suitable for a FPS. There is no restriction on the theme of the map; it can be a ruined castle, the inside of a space ship, a grimy industrial estate or a giant's tea-set. As long as it is an appropriate size for four-player deadliness then all is well. A focal point/arena area for the map would be a massive plus as it is nigh-on essential for deathmatch!

This is a two-part challenge spread over two weeks (may extend this):

Week 1: Design and Planning
(Wednesday 07th July -- Wednesday 14th July)

Submit a plan/layout for your level. This can take many forms and requires no special software:

- Paper design: Level layout and other information produced in a 2D application
- REALLY Paper design: A lot of level designs start with a drawing on one or more pages of paper, yours can too as long as it serves its purpose as a base to work from. Just make sure you can scan it in or take a picture of it.
- "Blocked-out/in" level in an engine or 3D application: One of the best ways to kick off your design is to create the basic layout for the level (no textures, lighting, meshes etc) from primitive objects/BSPs in either the engine you intend to use in Week 2 or a 3D application such as 3DS Max. (ill be doing this one)"

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Uploader Comments (IndigoWhiteGames)

  • UT (which part of is included in udk) core gampelay is built in that way:

    Map with really good layout and floorplan is almost impossible to draw on paper. UT's crazy movement likes abstract design of maps.

    Only games with more realistic movement (withou crazy jumping) can be drawn on paper.

    I saw that most of maps are arena type with many axis of symetry. This type of map is worst one made only by amateurs. Only good arena-like map which i know is DM-Morbias from first UT.

  • @Fartuess Well most maps have been designed this way as the challenge was to design a 4 player deathmatch map, which by design does naturally suggest an arena type map. If you see the full challenge montage, released a few days ago you will see more complete attempts at this.

  • @IndigoWhiteGames

    4player deathmach map doesn't mean arena (especially in case of Unreal or Quake like type of FPS). This only suggest size of map and types of pickups which shouldn't be placed (because their power is too high).

    Actually in professional matches there aren't 4player deathmach games. Rather 2vs2 team games. And in this case also symmetry isn't required. In games like Counter Strike and Gears of War (where match is divided in turns) symetry is good, but not required if...

  • @Fartuess you do make some valid points. I guess the challenge is upto how you interpret it. My interpretation was an arena map. Yours is different.

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All Comments (8)

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  • @Fartuess Actually, the brief was for 4 player deathmatch (FFA or 2v2) with a central arena. Symmetry, while not required, is a useful tool for creating a balenced play environment and structuring flow. Given the purpose of this challenge, I would say symmetry is entirely appropriate. Nowadays I see a lot of tournament play conducted on visually plain, completely symmetrical maps as this removes any advantages a player could gain from advantageous spawning etc

  • @IndigoWhiteGames

    if... balance isn't broken (this is real challenge). Symetrical maps are good for gametypes for two teams in which each one has it's own base (like capture the flag). Then you can use single axis symmetry or point symmetry...

  • This song makes me want to do push-ups...*drops to the floor and starts doing fifty*

  • Great stuff!

    Cheese montage music makes it even better.

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