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Space Station

January 2018

"Capture the enemy flag to bring it back to your base and eliminate any opponent on your way"

Space Station is a map developed by me using the Unreal Development Kit (UDK) in a few months. It is designed for 6 players only separated in 2 teams, and the goal for each team is to capture the enemy flag to bring it to your base.

Details

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  • Genre : FPS.

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  • 6 players only (3 versus 3)

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  • Art style : Unreal Tournament assets

 

  • Goal of the game : Capture the enemy flag and bring it back to your base to score points.

Technical details

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  • Support : PC

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  • Engine : Unreal Engine 3

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  • View : First person

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  • Solo project

Level Design

My intention for this project was to create a map with :

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  • Space as theme

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  • Fully symmetrical aspect

  • Flying platforms

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  • Wide open areas (for firing angles)

Then I was able to draw first overview of the map using Photoshop.

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Dimensions were not defined but with this done, I could visualize my ideas.

The blocking could now begin using the UDK tools.

Top view

Side-top view

The first step was to create a general blocking using human-scale dimensions

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After a lot of changes, I could then place 3D assets to fill the empty locations and reinforce the "space station" style.

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Lighting was also an important step in the readability of paths for the player.

Weapons & Pick-ups

We were asked to use the 3 main weapons from the original Unreal Tournament game :

Link Gun

The player is equipped with the Link Gun when he spawns. It has 2 firing mods :

- Laser : create a short laser beam dealing damages over time.

- Bullet : fire bullets rapidly.

Shock Gun

Considered as the sniper, it does a lot of damage from a long range and almost instantaneously.

Rocket Launcher

Hard to get, the rocket launcher fires deadly rockets causing area damages. The player can stack up to 3 rockets when holding the firing input.

The Shock Gun and the Rocket Launcher can be found in the map at strategic locations ; area without covering obstacles. Recovering them is a risky decision which can be rewardable.

Playtests

Since every student in the class had to make a map, we organised playtest sessions in order to visualize live 3 v 3 gameplay.

 

It helped me a lot to correct design mistakes and surprisingly, most of post-game feedbacks from the players were positive !

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