Portfolio Unreal UT
Portfolio for Unreal and Unreal Tournament (1998-2000)
For a long time now I have wanted to write up something about each of my maps / projects, partly cause I think it might interest some people to read some of the thoughts behind maps I did and partly because I will otherwise forget stuff :p. So with that in mind I started writing up bits of info on all the maps / projects I have worked on the last 10 years.
It ended up being such a long post, that I am splitting it up in a couple smaller ones. To start things off, here are short descriptions and screenshots of my Unreal tournament maps.
=======================================================
Unreal Tournament (1999-2000)
amateur mapping
After half a year of doing contract work for Dark Sector(MMO) using Unreal Tournament, I made a quick map called DM-Monastery, and ported it to Unreal1. I loved using the simple architecture style of Unreal in a texture set I hadn't used yet. I experimented with different ways of doing the terrain (cave, underwater part and outside part).

----------------------------------------------------------------------------
DM-Distinctive was a standard small Deathmatch map, released just when I finished up high school. It had good flow and played very nicely, receiving the ownage award from Cliff Blezinski's website. It was also the push that got me into doing contract work for Digital Extremes.
The map itself is a warehouse style map, with a big window in the roof that looked up onto other taller buildings. I tried to give the impression there was more of a city outside of the map using sounds and this roof window. The gameplay was a basic arena with a centre room and hallways that wrapped around it using various height changes.

----------------------------------------------------------------------------
DM-Halls of Redemption was the next one. A big team deathmatch map, full of secrets and a huge elaborate trap. I tried to get a good sense of atmosphere and learn more about architecture. I played around with the 2D shape editor to make non-boxy rooms but still had to learn how to make support systems that looks more realistic. I still had a lot to learn on the visual end of things. Still, the map was well received in the community and received high scores on map review sites.

----------------------------------------------------------------------------
When UT was released I had started a new DM map called DM-Tobias. I started to realize platforms needed some supports and lighting needed a source. This map ended up being a decent step in the right direction.
=======================================================
Unreal (1998-2000)
amateur mapping
It all started here, with Unreal. I started making maps using the PC zone tutorials, the biggest Dutch PC game magazine at the time. I made a couple maps and released them but nothing to write about except the map DM-Monastery. This is the same map for Unreal Tournament and Unreal and I made it around Christmas 2000.
For a long time now I have wanted to write up something about each of my maps / projects, partly cause I think it might interest some people to read some of the thoughts behind maps I did and partly because I will otherwise forget stuff :p. So with that in mind I started writing up bits of info on all the maps / projects I have worked on the last 10 years.
It ended up being such a long post, that I am splitting it up in a couple smaller ones. To start things off, here are short descriptions and screenshots of my Unreal tournament maps.
=======================================================
Unreal Tournament (1999-2000)
amateur mapping
After half a year of doing contract work for Dark Sector(MMO) using Unreal Tournament, I made a quick map called DM-Monastery, and ported it to Unreal1. I loved using the simple architecture style of Unreal in a texture set I hadn't used yet. I experimented with different ways of doing the terrain (cave, underwater part and outside part).
----------------------------------------------------------------------------
DM-Distinctive was a standard small Deathmatch map, released just when I finished up high school. It had good flow and played very nicely, receiving the ownage award from Cliff Blezinski's website. It was also the push that got me into doing contract work for Digital Extremes.
The map itself is a warehouse style map, with a big window in the roof that looked up onto other taller buildings. I tried to give the impression there was more of a city outside of the map using sounds and this roof window. The gameplay was a basic arena with a centre room and hallways that wrapped around it using various height changes.
----------------------------------------------------------------------------
DM-Halls of Redemption was the next one. A big team deathmatch map, full of secrets and a huge elaborate trap. I tried to get a good sense of atmosphere and learn more about architecture. I played around with the 2D shape editor to make non-boxy rooms but still had to learn how to make support systems that looks more realistic. I still had a lot to learn on the visual end of things. Still, the map was well received in the community and received high scores on map review sites.
----------------------------------------------------------------------------
When UT was released I had started a new DM map called DM-Tobias. I started to realize platforms needed some supports and lighting needed a source. This map ended up being a decent step in the right direction.
=======================================================
Unreal (1998-2000)
amateur mapping
It all started here, with Unreal. I started making maps using the PC zone tutorials, the biggest Dutch PC game magazine at the time. I made a couple maps and released them but nothing to write about except the map DM-Monastery. This is the same map for Unreal Tournament and Unreal and I made it around Christmas 2000.
Labels: leveldesign, portfolio



0 Comments:
Post a Comment
<< Home