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FR-Crescendo Preproduction 

I was fortunate enough to save images of my WIPs. I'll be explaining my work process for this map in this page.

  Assignment  

This was originally an assignment for a Level Design class. We would take the first week coming up with the game documents and level maps. Next, we'd spend two weeks on the actual production of the level. We'd be expected to create some working level that uses UT4 features (weapons, powerups, checkpoints, and etc.)

  Architecture  

Classic Roman architecture was referenced for Crescendo's level aesthetics. Columns, pediments, domes, and arches are the representative characteristics of the architecture style.

The only problem with Classic Roman architecture is that columns tend to be evenly aligned and symmetrical. This may result in navigation to be dull and boring. I've added verticality and organic shapes such as rocks to break  the symmetry. 

Verticality was explored using differentiated floor levels and a high grounds. During the block out stage, I've decided to make some of the choke points have higher floor. Meanwhile the arena will have wide range of high grounds.

Battledome is Crescendo's arena. It has various high grounds that gives better visibilities

Choke points encompasses the Battledome and some of them have higher elevation making Battledome a risky place to fight

  Coherency  

Unlike my other projects, FR-Crescendo is a map for pre-existing game UT4. The game has pre-established balance and preference for Blitz maps. Before rushing in, I've taken the time to research few key implementations that I wanted to keep consistent with other UT4 Blitz maps.

1. Player Metrics: There is a player metrics level that provides you with structure pieces that have carefully measured scales. They give you ramps, stairs passages etc. that fits the player character scale and their movement configurations (jump, slide, crouch). I've started all my block out components using the given measurements.

Player metrics level provided by the UT4 editor

Initial level block out using FR-Example level

2. Initial Loadout: UT4 presents the mappers with initial Blitz loadout actor for Defenders and Attackers. Note that the two sides has DIFFERENT loadouts. The defenders are given a deadlier loadout since they have life count.

3. Ammunition: Every UT4 maps have various pickups carefully throughout the map and Blitz maps are no exception. There are various types of weapons that requires unique ammunition. Existing maps limits ammunitions for powerful weapons and place them in risky areas such as the arena. 

3. Health pickups: Health pickups and their distribution is a huge factor in UT4 as well. Small and large health pickups can accumulate to what is known as super health (caps at 150 hp instead of 100). This gives small health pickups some intrinsic value since you can stack them when you're at 100 hp.

  Tools  

I've used UT4 editor tools, sample maps, pre-existing maps, and online guides to create a coherent level that is prepared for balance testing. Unlike my other projects, there was an extensive time invested into researching and assuring my design according to UT4 Blitz standards. 

During my block out stage, I've used the brush tool to effectively carve out corridors and domains. Later, I use stairs, pillar, and gateway presets provided my the editor to flesh out the area. Once the presets are placed, I'd work on lightings and textures. Lighting objects were just standard UE4 point lights and textures were proxy textures from UT4 editor. 

 

Pickups and key scripted presets such as flag spawn beacon or checkpoint beacon were simply copy and pasted from the example maps. I would occasionally test the map to see if they were spawning correctly. 

 

While I was polishing my level, I realized that I forgot to add block volume. I search through the volume presets and eventually found one that blocks player movement but allows bullet to pass through. 

 

In conclusion, all the tools and assets I've used for this project were all within UT4 editor and UE4 engine. 

  Lessons Learnt  

Unlike a project where I'm creating it from scratch, this project helped me to explore the aspects of a cohesive map. This design constraint helped me in deep analysis of maps and their structures. Fortunately, UT4 developer Sydney made a concrete Blitz map guide so I worked on Crescendo accordingly. 

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