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War Docking Station 19
Unreal Tournament 3
First Person Shooter
Unreal Engine 3
Two Weeks
12-16 Player Death Match
Asset Alterations
Concept & Design Sketch
Construction & Lighting

AI pathing and Item Placement
Level Optimizations

Detail Pass (Audio, FX, Gameplay)
"Docking Station 19" is an Unreal Tournament 3 map built on the Unreal Engine 3. The level takes place on a docking station in space, with its own invisible gravity field and generates its own oxygen to supply the workers. The purpose of this station is to supply large starships for war in the sector, refuel, and supply. The goal of this map is to take the enemy's fortified base on foot, in a vehicle, or by air.

The map itself was created with symmetry in mind. This is to allow for 100% fair gameplay right out the gate and allows skill to carry the day. Freedom of movement, especially by air units, can make or break an offensive attack or grind the enemy to powder while playing defense.



Symmetry:
With this particular map, I did not look to other maps for inspiration.  I decided to look instead at symmetrical designs people create on the internet for the inspiration, and came up with this design.  This map was created to be identical to the opposite base.  I think it is very important to not confuse a player in a fast paced Warfare game, so they can stay in the heat of the battle.  By having open sight lines, mirrored bases, and plenty of room to maneuver, the player is given all the tools needed to just enjoy the experience.
Idea:
Visualization:
​This is the beginning stage when I scour the internet, books, real world environment, movies, etc for inspirational photos I can either create or save in a folder for later use during the creative process.  This can also be sketches of how I want the world to look when creating it as well.
Sketches:
Block Out:
Map Flow:
Player Starts
Item Placement
Detail Pass:
Unlit
Detail Final:
Lit
Path Nodes
Jumppads

Materials

Setting
Environment
Backstory
Concept Art
Photos

Themed Books

Top Down Sketch

Important Areas

Critical Points

Rough Layout
of Entire relevant play space

Add Player Starts, Portals, Path Nodes, Items etc.
Static Mesh
Rough Lighting

Static Mesh Final
Material Final &
Alignment
Final Lighting Pass
Particles, Decals, Fog Layers, Final Testing.
Audio/Music

Kismet Scripting

Nuke:
The scripting in this particular level isn't all the spectacular, but none the less, it is needed.  The nuclear warhead, needing to be hidden, isn't hinted to the player how to achieve access to it, other than one spot on each base's floor.  The floor near a hanger  has the tiles removed and a door exposed.  If one pushes the button on the terminal near it,  the door opens, allowing access to a maintenance shaft holding the beast.
Replicate:
During this process, as with many of my arena style maps, I chose symmetry to be its strong point.  This allows mirroring of the map from one side to another, saving tons of time creating the experience.  This also allows for the game to generally run better reusing static meshes in the game.
Scripting:
The Kismet sequence here is simply used to activate automated turrets and most important, activate the hatch doors used to reach the nuclear weapons in each base.
"Docking Station 19" is an Unreal Tournament 3 map built on the Unreal Engine 3. The level takes place on a docking station in space, with its own invisible gravity field and generates its own oxygen to supply the workers. The purpose of this station is to supply large starships for war in the sector, refuel, and supply. The goal of this map is to take the enemy's fortified base on foot, in a vehicle, or by air.

Inspiration also came from both StarCraft and World War 2 D-Day Normandy invasion. I wanted to mesh the two together to create an experience from two things I love, both history and one of the games I enjoy playing on occasion.

The map itself was created with symmetry in mind. This is to allow for 100% fair gameplay right out the gate and allows skill to carry the day. Freedom of movement, especially by air units, can make or break an offensive attack or grind the enemy to powder while playing defense.