Level Design

 

 

Tale of Namah Sundal

Author: Christopher Sims

Tale of Namah Sundal

The tale of Namah Sundal is a Warcraft 3 Level/Map designed around the story of a young alliance hero named Namah Sundal. His parents were murdered by a vile orc chieftain called Poisonhand when he was a young boy. He swore his vengence upon this creature, and now, his scouts information have lead him to the final encounter. He must find and slay this vile warchief before he causes any more harm to any other children that were his age when it happened.

The level features 3 scripted encounters, including the Giant King who hoards treasures (which help in defeating Poisonhand’s horde, the spiders and the troll infested bridge. In addition to this, there’s also a point at which the player must fight the horde in addition to advancing across the map.The encounters are entirely optional if the player knows where the monster is; however, for a first time player they will be most likely searching and run into those events.

The design is for the player to search around and find the correct place to encounter and destroy the fiend with so much blood on its hands. Since it is a level map, the controls are of course the standard controls for Warcraft 3.

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CTF-TTT

Author: Kyle Staves

CTF-TTT Screenshot.

CTF-TTT is a small proof of concept map developed for Unreal Tournament III. The goal was simple, create an interesting gameplay mechanic entirely through the use of the Kismet visual scripting engine. The level is designed for 1v1 or 2v2 combat and is sized accordingly. The main focus of the level is the fully functional tic-tac-toe board found in the center of the room. Players are able to interact with the board by shooting projectiles at one of the nine board pieces, when a hit is registered on any of the nine pieces it calls the Kismet script which handles the game logic. It registers the player who shot the board last and locks their team out of play for a short duration; this ensures two things. First, that a single team cannot play the game to victory quickly and reap the rewards - but also that once a team realizes it will not win, they cannot simply stop playing to prevent the other team from winning (after around 10 seconds it “forgets” who played last and allows either team to continue the game). The winning team is rewarded with the unreal damage buff as well as the rocket launcher (both of which are unobtainable otherwise).

The board is fully implemented using the Kismet visual scripting engine (although, due to the inability to create and work with arrays, it would be far cleaner to script this functionality out in Unreal Script - this is merely a proof of concept). Before beginning work in Kismet, I set the stage. I created a series of nine KActors (the board pieces), 9 red particle emitters, and 9 blue particle emitters. The particle emitters were to be used in place of X’s and O’s. These pieces were all given a uniform naming convention to make it easier to identify which pieces belonged where (example: KActor13 for the top right piece, with KActor identifying the piece type, 1 identifying the row on the board, and 3 identifying the column).

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