Assault Force
Deathmatch / 2 - 5 Players / Small / Intermediate / Tech
Assault Force is my venture into the Unreal Tournament 3 mapping scene, and my first real project using Unreal 3 technology, used to power many of today's popular games (with Unreal 4 soon to follow).
The map's layout is roughly based off my entry to the Quake III Maverick Summer 2011 Mapping Competition, Tactical Assault, which acquired ninth place - and thus, giving this map it's name. The major difference, obviously, is that this is a Deathmatch map, not a Capture The Flag arena.
Since it was my first map, I wanted to begin small and simple, which describes this level accurately. However, gameplay and visuals were thoroughly considered, and the map has proven to be a splendid exercise in practice with some of the Unreal Engine 3's essential tools, including work with the new brush geometry system, static meshes, terrain, basic Kismet / Matinee interfaces, lighting, and more. Switching to such an advanced engine from my former comfort zone of id tech 3 was by no means a walk in the park, but I had fun learning and obtaining basic skills with the engine.
The theme is the same as Tactical Assault - you're in a Russian underground laboratory during a hypothetical World War III. The freedom and graphical splendor of the Unreal 3 engine enabled me to push the vision of the original forward tremendously - two pairs of fiberglass windows reveal a mining colony working to extract crystals and various natural resources, with caves and tunnels shrouded in eerie blackness that forebode danger.
The map is designed with dueling in mind, but also supports classic Deathmatch as well as Team Deathmatch and Betrayal.
The map's layout is roughly based off my entry to the Quake III Maverick Summer 2011 Mapping Competition, Tactical Assault, which acquired ninth place - and thus, giving this map it's name. The major difference, obviously, is that this is a Deathmatch map, not a Capture The Flag arena.
Since it was my first map, I wanted to begin small and simple, which describes this level accurately. However, gameplay and visuals were thoroughly considered, and the map has proven to be a splendid exercise in practice with some of the Unreal Engine 3's essential tools, including work with the new brush geometry system, static meshes, terrain, basic Kismet / Matinee interfaces, lighting, and more. Switching to such an advanced engine from my former comfort zone of id tech 3 was by no means a walk in the park, but I had fun learning and obtaining basic skills with the engine.
The theme is the same as Tactical Assault - you're in a Russian underground laboratory during a hypothetical World War III. The freedom and graphical splendor of the Unreal 3 engine enabled me to push the vision of the original forward tremendously - two pairs of fiberglass windows reveal a mining colony working to extract crystals and various natural resources, with caves and tunnels shrouded in eerie blackness that forebode danger.
The map is designed with dueling in mind, but also supports classic Deathmatch as well as Team Deathmatch and Betrayal.