File Info: Unreal Tournament 3 - DM-Worm
Description: Unreal Tournament 3 - DM-Worm
DM-Worm is a deathmatch level for 2-8 players set in the former cave of a big worm monster.Make Something Unreal Submission:
-Phase 2: Best Deathmatch or CTF Level
-Phase 2: Best Graphics in Map
I wanted the environment to be organic with alot of contrast in the lighting and a strong sence of atmosphere. At the same time I didn't want the evnironment to obstruct the gameplay. I have worked alot with invisible collissions in order to allow the player to move freely around the map without getting snared by environmental meshes
Almost all of the visible geometry is static mesh based and few brushes have been used overall except for collissons.
With the gameplay I focused on good flow and predictability. Also I wanted there to be a tactical choise between having high ground or having more powerups and better weapons. Both the keg and 50-a are placed on the lowest level and the shieldbelt is placed on the opposite end of the map from the keg, forcing the experienced player to move around to remain in control.
Changelog
Final:
* Pushed the red light towards more yellow to create better balance between the teams in TDM.
* Tried to fix a weirdly stretched UV, but failed, so I covered it with grass instead :P
* Tweaked the botpaths a tiny bit more.
* Made a custom music arrangement with a mix of tracks and stingers that I think suits the environment better.
Beta 3:
* Removed 2 vials in the 50-a room
* Added 8 vials spread out over 2 places in the map, making small amounts of health available from more locations.
* Covered some bad looking UV seams with stuff.
* Worked on botpathing, making them use smarter paths and generally use the map better.
Beta 2:
* Added ambient sounds
* Added music
* Added pollen/dustmote particles
* Increased atmosphere with both higher heightfog density and a fog particle system
* Removed helmet
* Added 50-armor where the shock rifle was
* Moved shock rifle to a different place in the same room
* Removed a root in the shield-room that obstructed gameplay
* Added some new detail to the shock rifle room
* Somewhat altered post processing for increased contrast in order to compensate for the "washed-outness" caused by the new fog
* Made hanging goo somewhat green-ish instead of somewhat red-ish to better fit the color-scheme of the room it was used in
* Slightly altered the grass-material, giving it a bit more contrast
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