Unreal Tournament Levels

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Headlong

 

Premise

Headlong is a symmetric Capture the Flag multiplayer level created in Unreal Tournament 4 Level Editor. Set in an abandoned office building, Headlong provides a three lane layout along three levels of verticality to create a diverse set of engagements.  

 

Layered Cake Layout 

Headlong prominently features a “layered cake” layout.  This was chosen primarily to make the level play differently every pass. Players have access to a diverse set of movement options, so creating a flat level would a missed opportunity to create interesting gameplay moments. 

 Dividing the players vertically create stations with small scale head-to-head duels. This is a less chaotic approach to engagements design that is necessary when players have such high levels of personal agency.

Layer 1: 

Premise: Layer 1 is set in the picturesque atrium, featuring a peaceful pond, with abstract modern art masterpiece in middle of it. 

Gameplay: 

Open area divided down the middle by rising pillars that can be climbed. The middle divide creates dynamic gameplay where players can decide to take cover or rush their opponents.  

Drawbacks:

  • Little Cover.

  • Access from both the top and sides make it easy to be ambushed.

Advantages:

  • Control of access to power position.

  • Control of access to power weapons.

  • Direct access to enemy objective.



Layer 2

Premise: Bridge connecting one end of the office to the other

Layer 2 is designed around choke points. Each of the bases act as their own spawn rooms, with each team spawning facing the bridge that connects both sides of the level. The center of the bridge acts as a high risk – high reward area, allowing flag runners a direct route from both red and blue bases, and slayers to access to powerful health a weapon pick-up to more effectively suppress the enemy team.

Advantages:

  • Access to powerful health pick-ups.

  • Access to the only precision power weapon (Sniper rifle).

  • Control of the most direct route to the enemy's objective.

Drawbacks: 

  • Difficult to watch all angles of approach.

  • Bottle necks make being killed here very easy.

  • Difficult to challenge this area without top control so it is hotly contested. 

 

Layer 3

Premise: damaged glassed inclosed office

Layer 3 Features highest level of verticality on the level, but also the smallest surface area.  This section is defined by heavy cover, and powerful weapons but is tempered by a concealed flanking root.  

Drawbacks: 

  • Easily flanked.

  • Hotly contested, requires passing through a high traffic area to gain access to.

  • Players in this level are committed to staying up there, and can therefore not be used in directly capturing the objective. 

Advantages:

  • View of the entire level.

  • ability to engage middle layer and the edges of bottom layer.

  • safety from direct fire.

 

 
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SandStorm

Premise:

Set on a desert planet, SandStorm takes place atop a skyscraper enveloped in dunes. From a visual standpoint, harsh geometric edges are contrasted with soft organic shapes of sand dunes. SandStorm is designed to offer a large variety of engagements for a small number of players within a confined space. The edges of the level are emphasized as I want players to rotate around the level.

 

Summary

Since the project’s conception, Sandstorm has been designed around fusing organic and man-made environments. These goals were met through fusing rounded sand dunes with square environmental shapes. 

 

Weapon Spawns 

Combat in this level hinges upon the Shotgun, Sniper Rifle and Grenade Launcher, with specific combat environments in designed to cater specifically to each of these weapons. The Shotgun was placed into narrow hallways to leverage the bouncing bullet mechanic. The Sniper Rifles are placed in long range engagement areas to further leverage their innate range advantage. The Grenade Launcher was placed at a high point on the level to leverage its area of effect attributes. The end result is that the SandStorm features fast paced, yet thoughtful combat.

 

Level Sections

Middle

'Mid' comprises the very middle divider in the map. This is made up of 'Bottom Mid', 'Mid' and 'Top Mid.' 

Bottom Mid

This Comprises a tunnel that connects the bottom to the top. Combat here is made interesting by sand dunes that line the floor, creating unpredictable ricochets of the shot gun. 

Mid

This comprises an open area that can take fire from the edge of the map. It is designed to be the highest risk/reward area in the level because of the powerful weapons that are placed there.  

Top Mid

A tight tunnel that can be flanked via an edge on either side. This is another high risk/high reward area but gives the most height and line of sight advantage to players who want to pick off opponents from a safer distance.  

 

Towers

Right and Left Tower

These high points in the level provide a counter to 'Top Mid' as well as a sniper area on the top of the level. Their balance is that the position is easily flanked, and they do not have line of sight access to both sides of the level.  


Edges

Balcony Left and Right

Balcony Left and Balcony Right are symmetrical and are fairly high-risk areas to get to Balcony Top. They have the added advantage of providing the players that take those routs with Shot Guns, that will give them an edge in the close-range engagements that happen on the periphery of the map.

Balcony Top

Provides a wider engagement area. It allows players to engage pretty much the entirety of the level, with exception of 'Top Mid.'