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Level Design Year 3

New and Improved Level Blockout Assignment

Referencing from used packs:

Super Bug Models (2020) Sci-Fi Crates [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/01c417b56fd1489183bd24bc8d06dd97

Nexis (2019) Modular Sci Fi Orion Mars Corridors [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/1a9ced0794be4e14ad0ba31b96e1fc2c/reviews

Studio New Punch (2021) Female Scientist Zombie [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/item/3fcd952e4e2e4726b0024a0693ba6406

ProtoFactor Inc (2018) Animal Variety Pack [Digital Asset] Accessed here: https://www.unrealengine.com/marketplace/en-US/product/17c2d7d545674204a7644c3c0c4c58ba

^Blueprint of the level that I drew

Categories
Level Design

Creating the Level

To start off I shall talk about the level itself. I’m not the happiest about it but there’s been quite a few things going on that has caused issues for completing it. I have tried to create a horror level which would be based about midway through the game, this part would come shortly after a chase sequence and then the killer/monster would be seen again during this part of the level (Shortly after entering the air conducts). As I’m writing this I’ve currently only have to add sound, the ending to the level and change the item in his hand from a gun to something else.

I’ve done some level testing with two other people, they’ve come across a couple of bugs that I can’t seem to fix. Which consist of clipping through objects. Sometimes for no reason with no exact thing causing it you’ll occasionally clip through the air vents and also you can clip through the roof in the first room by making it around the rubble.

I’ve tried to fix the issue but from multiple tests I’m still unsure of what causes it.

I’ve added a filter on top of it that allows the game to have the PS1 horror game vibe to it.

I’ve currently accidently destroyed the character model and can’t find any way to fix it. I thought removing the gun and arms would just consist of deleting the mesh but in doing so has caused about 5 issues when it comes to the coding side of things that I can’t seem to fix no matter what I do. And all it keeps telling me is “Target must have a connection” which I don’t understand in the slightest.

I managed to rename the file and import another fps content pack which came with a first person bp. I then opened up the blueprint on that and changed it so that the mesh’s were still there but were invisible and replaced the gun firing sound with no sound.

I then tried to add sound to the game whilst watching a video but no matter what I did it wouldn’t allow me to add it as an audio file. Whenever I added it to unreal it would look like this and not function as a audio file.

So I went onto the last part necessary for it which was to add a end to the level. This didn’t go well as the character model decided to mess up again and the game was now unplayable and I was already over by 3 days and was about to have another mental breakdown if I continued on this level so decided to just add the file of the game and blog to the assignment instead. Sorry Stuart.

Categories
Level Design

My Scene

This is the scene that I’ve chosen to create, I wanted to leave it opened ended with what might have caused the scene to happen. But roughly stated it is a 60s Milkshake Dinner that’s been wrecked.

Categories
Level Design

First try at an environment

This was my first attempt at trying to create an environment within unreal engine. After seeing that a lot of hand ins were of forests or hilly meadows I decided to create a dessert instead with the weenie being the pyramid in the background that you can see over the sand dunes.

One issue I did have was the inability of having a sand texture to use as all I had was a sandstone texture instead. I then tried creating a sand texture from an image I found which didn’t go great.

Categories
Level Design

First Attempt at a Blockout

I first started off by watching the videos on canvas, these helped me to understand the basics of unreal and allow me to complete the task at hand. After fiddling around in the software a little bit I started on the actual creation of the map. The idea behind it was a small battle map that you’d see in games such as halo and splitgate. I saw this map quite easily being used a capture the flag kind of arena.

As you can see from the images the map has a lot of high vantage points but also quite a few ground floor interactions as well to help keep the player engaged whilst playing it. It has two bases at each corner as well as two vantage points in the other corners which can assist in leading you to the middle platform.

Categories
Level Design

Map Design

I am creating this as for some reason I can’t post images onto the discussion board.

With this you would start at the top left walking in and finding some stairs to your left that appear to broken and a door in front of you that’s locked, you look around more realising that there’s some boxes that allow you to get up to a vent system, the vent seems easy enough to remove as it hadn’t been used in quite a while and neither had the building. you climb through the vents hearing whoever it is that took you here and is now hunting you down. as you near the end you realise that the vent goes up to the roof but it’s too high up to reach and the sides of the vent are too smooth to climb up. You realise that you need to backtrack slightly to one of the openings that you heard your hunter through and drop back down to the ground level.

After this you find yourself in a large almost reception desk room with three normal doors and a pair of glass double doors those similar to the automatic doors at shops. the three normal doors are all locked and the only thing wrong with the double doors are that there’s no power connected to them. With this you have two ways to engage the situation, either smash the glass with one of the objects at the reception desk or pull the doors open which isn’t a very difficult task. Once out you find yourself in a well kept garden surrounded by hedges with a fountain in the middle, for the atmosphere of the rest of the establishment being how it is seeing this garden being in almost pristine condition and even the fountain working would hopefully be an earie thing. as you walk around the fountain you would see groupings of flowers in raised beds in front of the hedge walls. The groupings varied from 3 to 4 but they all shared a similarity of that there was one name tag for each grouping whether it be Rebecca or Susan or Ashley one thing was recurring they were the names of the missing people shown earlier in the game, as you continue round you see what looks like the most recent arrivals to this death garden as you can interact with it pushing some of the dirt to the side and revealing a hand still patchily un buried. After this interaction you hear the sound of a metal gate slowly opening and a flashing light round the side of the building.

Once over there you find that the side entrance to the building is open. Entering into the building you find it’s the more commercial side of this business as you find yourself walking through a hallway that leads into a warehouse. Here you find boxes that are stacked ridiculously high and a walkway that you can access to get a better view of the room. Once there you find a large quantity of rope that you can interact with but once carrying will slow you down till you drop it. The other rooms in this area consist of two toilets a main office used by the workers and a break room you can’t access straight away, but when you get close to it you can hear loud wind sounds coming from the door and a horrible draft through the keyhole and from under the door. Searching the office would give you the means to open the staff room (finding the key in a draw). Once in there you’re greeted to a large hole in the floor that you can’t see the bottom of, this would be were you use the rope descending into the next area of the game. (End of idea one)