UT Map: FT-DeepEnd
Game: Unreal Tournament
Genre: First-Person Shooter
Engine: Unreal Engine 4
Development Time: May - Jun. 2019 (7 weeks)
Team members: 8 developers
FT-DeepEnd is available on the biggest UT server PHX Pheoneix Germany and most other populated servers.
Create a whitebox level functional with FreezeTag game mode
Playtest and improve the level with UT community audience
Set dress 2 major areas (during art pass)
Guide artists during set dressing
QA Bug fixing reported from UT community
Improve collision after art pass
Create streaming levels and do regular check-ups to prevent overlapping
Capture the points or team wipe your opponents
FreezeTag mode is an existing mode that can be found on Doom but not on Unreal Tournament, so a team of 8 decided to create one and create a custom map for it.
Since we are working on a new game mode for Unreal Tournament, my goal was to create a unique map experience than the usual maps. I worked on the generic rock mountain theme to create an interior (blue team) and exterior (red team) symmetrical areas.
My target was to satisfy the current UT community which most of them are advanced player. So I delivered an advanced map.
Since the map is symmetrical, I made sure that the environment is recognizable and involves a unique element on each side.
I focused on adding lots of verticality levels that can be punishing for the players (Fall into a pit and ninja routes) .This is where players with good mechanical knowledge will stand out.
To support the game mode, my constraint was to create a symmetrical map with 5 capture point areas.
Since the map is symmetrical and divided into 2 teams, I had to keep balance between both sections by giving same advantage and disadvantage around 4 capture point. Middle capture point was an exception with balanced advantage point equally distributed around each entrance and exit point.
Each elevator and jump pad can be used combined with advanced mechanic to reach ninja routes. This map was specifically created for advance players (majority of UT community).
Medium armor, medium & small health packs were distributed around the capture points.
If a capture point for red team has more advantage then the blue team has more advantage over armor and vise versa.
FT-DeepEnd is symmetrical with its flow and scale but not ecstatically as half of it is carved inside a mountain and the other half is in the open.
The generic rock theme made collision more complex and gave me a challenge to create custom collisions for the ceiling mostly.
It took me a week to perfect the collision with intensive playtesting and QA.
Two areas were my responsibility to set dress
Blue Side - Cave
Blue Side - Circle
Screenshots provided shows whitebox (before) and final product (after) levels